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Blue Stinger (e)

Cover

                             Blue Stinger


                    A Walkthrough by Henry LaPierre
                         freeza@ix.netcom.com
                            April 9th 1999
                   Copyright (c) 1999 Henry LaPierre


Table of Contents:

  Controls and Menus
  The Prologue
  The Walkthrough
    
    Chapter 1:  Sittin' On The Dock Of The Bay
                Covers Eliot's coming to on the pier
    Chapter 2:  A Stray Dog
                Covers Dogs joining up with Eliot, and their fist sight
                of Janine
    Chapter 3:  Time Is Running Out
                Covers saving the worker in A-Shuttle
    Chapter 4:  Did I Say That Out Loud, Or Was I Thinking It?
                Covers meeting Janine
    Chapter 5:  It's Got A Great Beat, And You Can Dance To It
                Covers finding out that the safety wall is up between
                Labo Town and the Mid Area
    Chapter 6:  No, You Push The Cart
                Covers entering the Hello Market, and finding Devlin
    Chapter 7:  Stamp Collecting
                Covers collecting the four stamps needed to complete the
                Hello Market Christmas Stamp Rally
    Chapter 8:  What A Bargain, I think I Will Buy Some
                Covers entering the Specially Room in the Hello Market,
                and saving Devlin
    Chapter 9:  Colder Than A Witch's...
                Covers your trip through the freezers
    Chapter 10: Getting Close
                Covers the last leg of the journey to Rats' Place
    Chapter 11: Hidden Behind The Wine Racks
                Covers your meeting with Rats
    Chapter 12: You're All Wet
                Covers the Fisherman's Pier, and returning through the
                watery passage
    Chapter 13: Danger, No Smoking
                Covers the trip to the Power Plant via the upper Run Road
    Chapter 14: I've Got The Power
                Covers the Power Plant
    Chapter 15: Merry Christmas
                Covers discussing your next course of action with Janine
    Chapter 16: A Little Scavenger Hunt
                Covers tying up a few loose ends
    Chapter 17: Cleaning Up
                Covers finding a way into the interior of the Kimra lab
    Chapter 18: Testing Positive
                Covers Eliot's mutation
    Chapter 19: Finding The Cure
                Covers returning Eliot to normal
    Chapter 20: Gigadent
                Covers seeing the blue lit meteor
    Chapter 21: Where'd that come from ???
                Covers your trip back to the Brain Department via the 
                lower Run Road
    Chapter 22: Anything Good Playing?
                Covers getting into the Dino Hillton Hotel
    Chapter 23: All This And No Condo Fees
                Covers getting into Janine's Apartment
    Chapter 24: Janine's Plan
                Covers Janine's plan for helping Nephilim
    Chapter 25: Quality Time(But Not For Eliot)
                Covers Eliot's swim through the waterpipe
    Chapter 26: Does Whatever A Spider Can
                Covers climbing the Wave Tower
    Chapter 27: Wham, Bam, Thank You Mam
                Covers keeping Janine safe while atop the Wave Tower
    Chapter 28: All Or Nothing
                Covers the final battle with Jascony

  Healing Items Listing
  Card/Key Listing
  Weapons Listing
  Weapons Listing(by character)
  Ammunitions Listing
  Miscellanious Items Listing
  Items Location Listing
  Vending Machines Listing
  Coin Totals Received Listing
  Miscellanious Notes
  Hidden Things and Secrets
  Ascii Art Field Maps(Under Construction)
  Speed Guide(Under Construction)
  Differences Between Difficulty Modes(Under Construction)
  Credits and Thanks
  Copyright Notice and Disclaimer


------------------------------------------------------------------------
Section 1, The Controls:
------------------------------------------------------------------------


Title Screen Menu(Opens with only, "Press Start"):

  New Game
  Load Game 
  Option

    New Game:        Starts a new game with previously selected options

    Load Game:       Choose which VMS socket you wish to search, Socket 1
                       or Socket 2. Next, choose the file you wish to 
                       load. Press the A button a second time to confirm
                       that the highlighted save file is the one you wish
                       to load(press the B button to cancel, backup or
                       rechoose your selection if necessary).

    Option:          Choose from:
                       Difficulty = Easy/Normal/Hard
                       Audio      = Stereo/Monoaural
                       Exit
                    

Controller Setup:

  Directional Pad/Analog Stick: Movement of character
                                Causes character to push when held 
                                  against appropriate object

  Start:                        Brings up menu screen, pauses gameplay
                                Brings up Audio-Visual Unit when needed

  A:                            Accept/Inspect button
                                Causes character to climb ladder/obstacle
                                  when pressed in appropriate location

  B:                            Cancel button
                                Causes Eliot to swim when in water

  X:                            Swings Eliot's currently equipped hand
                                  weapon. Press repeatedly for combo
                                Causes Dogs to block/defend

  Y/Right Trigger:              Fires Eliot's currently equipped long
                                  range weapon
                                Causes Dogs to attack with equipped
                                  weapon/method

  Right Trigger(Map Mode):      Zooms map in

  Left Trigger(Map Mode):       Zooms map out
                                Unused during normal gameplay

    As in all/most Dreamcast games, holding A+B+X+Y+L+R while pressing
      Start, causes the game to reset to the title screen. 


Non-battle menu

  1. Map
  2. Items
  3. Weapons
  4. Change
  5. Exit

    1. Map:           Calls up a listing of all current areas you have
                        maps for. Choose an area, then which specific
                        map you'd like to see from that area's list.
                        The maps can then be moved left, right, up or
                        down, as well as zoomed in(by using the right
                        trigger button) or zoomed out(by using the left
                        trigger button)
    

    2. Items:         Choose from:
                        Using:   Items usable at any time(health related)
                        Another: Items usable at specific times(Cards,
                                   Keys and such)
                        Back:    Return to the previous menu


    3. Weapons:       Choose from either Eliot or Dogs, then choose
                        which weapon you'd like to equip(note, Eliot
                        has both a Long and Short range catagory for
                        his weapons. The catagory can be changed by 
                        choosing the selection at the bottom right,
                        once in Eliot's weapon list

     
    4. Change:        Choose which character you'd like to control, 
                        Eliot, or Dogs


    5. Exit:          Return to the game


------------------------------------------------------------------------
Section 2, The Prologue:
------------------------------------------------------------------------


    The game opens with a cinema showing the Earth during the Cretaceous
period sixty-five million years ago. A meteor is hurtling through space
on a collision course with it. After the impact, dust and ash fill the 
sky, causing severe climate changes. Sunlight and oxygen soon become, as
the dinosaurs are to us, a thing of the past. A group of dinosaurs look
towards the sky, seemingly aware of their impending doom.

    2000 A.D. 
An earthquake which hit the Yucatan Peninsula, caused severe damage on
the island that it was in it's path. An area of the island covering a
radius of two hundred kilometers, was submerged, and a new island arose
the ocean floor.

    Reasearch of the island proved that the previously submerged land
had the same diameter as that of the crater made by a meteor that struck
the United States sixty-five million years ago. Some scientists believe
that this was the same meteorite that caused the sudden extinction of
the dinosaurs. Hence the meteorite became well known as the "Dinosaur
Killer".

    The new island was named "Dinosaur Island".

    2018 A.D. The present
An odd shaped meteor is shown racing towards Earth...
The scene then cuts to show an area of ocean near Dinosaur Island...

    Here you are introduced to Eliot G. Ballade, a member of 
E.S.E.R.(Especial Sea Rescue) Unit C730, and his friend Tim(note, the 
logo on Tim's hat is the logo from another game by Blue Stinger's 
creators, Climax. Runabout is the Japanese title of the Playstation game
that was re-named Felony 11-79 in the U.S.), a crewman aboard a local
supply ship. The pair, thanks to Tim being able to rent the luxurious
cabin cruiser they are on, are happily spending a two week vacation
relaxing and fishing. Eliot ponders why Kimra-Tech(the corporation from
which Tim rented the boat) would build such a large research facility on
Dinosaur Island, given it's small size. Upon asking Tim how he was able
to get such a nice boat from Kimra-Tech, Tim brings up a small catch
that he had previously neglected to tell Eliot. In return for the rental
of the boat, upon it's return, the boat must be fully decorated for the
company's Christmas party, which is to be held this year on the boat.
Eliot wants no part of this, as since this is his first vacation in two
years. All he wants to do is kick back and relax. He wants no part of
any "work", even if it would only take a short amount of time, as Tim
promises it will. Eliot then inquires about the model that Tim is
building inside a large jar. Is it part of the boat's decorations? Tim
mentions that it isn't, and that it's a Nephilim, an angel of good
luck, and part of the bottled angel series. 

    Meanwhile, upon entering the Earth's orbit, the odd shaped 
meteorite collides with a Kimra-Tech orbital satellite, realigns it's
trajectory, and then continues on until it impacts with Dinosaur Island.
Upon the impact, a large dome-shaped shield is expelled from the crash
site, and it travels outward into the waters surrounding the island, 
stopping unfortunately, halfway through the boat that Eliot and Tim are
on. Eliot, having been inside the boat's cabin trying to call for help
on the radio, was able to escape unharmed. Tim however, manning the
boat's controls, in an attempt to return to the island, was not so 
lucky. The dome shield stopped at such a position that the boat was
divided into two sections, one inside the dome, and one outside. The
same circumstance befell Tim, as his arm, still holding the bottled
angel, was trapped inside the dome, while the rest of him remained
outside. The effect that this has on Tim is that he is now frozen in
place.

    A glowing ball of energy then makes it's way from the island to the
boat, and once there, assumes the form of the Nephilim that Tim was 
building inside the bottle.

    Eliot then emerges from the boat's cabin, but before he can 
determine if his friend is alive or dead, a swarm of mutated wasp-like
creatures descend on the area that the boat is in at a high rate of 
speed. Instead of slowing down, the creatures ram the dome at full 
speed, obviously hoping to escape from within it. It doesn't work, and
moments before they crash into it, Eliot manages to hurl himself 
overboard, hopefully out of harm's way. The boat then bursts into
flame. The explosion renders Eliot unconscious, and he sinks into the
deep waters surrounding Dinosaur Island.

    The energy ball that took the form of the Nephilim brings Eliot to
a pier near C-Gate section on the island, and then revives him by 
showing him a vision of what has happened, and what may still come.


------------------------------------------------------------------------
Section 3, The Walkthrough: Covers Normal Difficulty
------------------------------------------------------------------------


                             Chapter One
                    Sittin' On The Dock Of The Bay


    Once Eliot awakes, Nephilim flies off, and you take control of Eliot.
Walk forward on the pier, towards C-Gate. When you are about halfway
there, Eliot's Audio-Visual Unit begins beeping, alerting him that
someone is trying to contact him. At this point, press the Start Button
to activate the AV Unit. Once activated, Eliot identifies himself, and
discovers that the person trying to reach him is a woman by the name of
Janine King. Janine is part of the KISS security unit on Dinosaur Island.
Just as Janine is stating what she needs from Eliot, and where to bring
it, the transmission breaks and they are cut off. Continue towards 
C-Gate which is at the end of the pier. Just before you reach the end
of the pier, a mysterious figure is shown watching you from a distance.
Continue forward to C-Gate(note, if you return to the beginning of the
pier, to where the figure was watching you, you will find a Hassy Short),
and once you reach it, your Audio-Visual Unit begins beeping again(press
Start Button to activate it). Janine calls out for Eliot to bring a D7
equipped rescue unit to the island to help with the situation. Eliot then
humbly explains his situation to Janine, who seems frustrated by this
turn of events. After telling Janine that he too needs help, she tells
him to find an I.D. Card on a corpse, of which there should be a number
of. Before she can explain anything further, the transmission once again
goes out. 


                             Chapter Two
                             A Stray Dog


    Proceed through C-Gate(press the inspect button), and find the C01
Gate Card Key on the second body that you will come to in the following
corridor. Once you have acquired the card key, proceed through the
shudder door at the other end of the corridor. You will now be at
the bridge leading to the C01 Gate. Cross the bridge and use the C01
Gate Card Key at the terminal next to the gate. Watch out for the 
mutated creature that will get up to attack you once you walk near
him(note, there is a Hassy Short on the ground where the creature was
lying). After unlocking the gate, proceed through it and cross the 
bridge that leads to gate C02. Just before reaching gate C02, a giant
creature leaps onto the bridge behind you and swats you with a claw,
knocking you down. Suddenly the creature gives out a yell and falls
over dead. The mysterious figure from the pier was behind it, shooting
it with his bowgun. After saving you from the creature, the man 
introduces himself as Dogs Bower, the Captain of a local cargo ship,
the SS DeAnna, and Tim's boss. After you introduce yourself to Dogs, 
he asks where Tim is. To this you have to tell him that you are unsure
if he's alive or not. Dogs becomes enraged at your apparent inept 
abilities as an E.S.E.R. member, and decides to accompany you, if only
to keep you safe(note, from this point on, Dogs will become a playable
character whenever you'd like him to. Simply go to the game's menus,
and select "Change". From there, choose Dogs, and when you return to
the game you will control Dogs instead of Eliot. You can change back
and forth whenever you deem it necessary). Once Dogs has joined you,
continue forward to where the C02 Gate is. Push the crate to the right,
so that it's against the small C02 Room. Next, climb onto the crate,
then from there, climb onto the C02 Room's roof. On the body on the 
roof you will find, the C02 Room Card Key, as well as a Handgun 
Magazine. Once you've received the items, hop down from the roof and
use the C02 Room Card Key at the lock terminal to the C02 Room in order
to open it. Enter the now unlocked C02 Room, and inside you will find
a Kimra Visitor I.D. Card Key and a Handgun on the counter near the
door, as well as a map download terminal(green terminal) for the Bay
Area section(encompasses Dino Bridge and Dino Tunnel) and a KISS Saving
System terminal(reddish colored terminal). After receiving the two 
items(don't forget to equip the Handgun as Eliot's long range weapon)
and downloading the area map(as well as saving your game if necessary),
leave the C02 Room and inspect the body to the left of the C02 Gate.
Here you will find the C02 Gate Card Key. Use the C02 Gate Card Key on
the terminal next to the body to unlock the C02 Gate, so that you may
proceed. In the following corridor, inspect the first creature you 
see lying on the ground to find an Arrow(bowgun) Magazine for Dog's
bowgun(be careful, as the creature will rise and attack you as soon as
you get near it), then continue on until you reach the bend in the
corridor. Once there, Nephilim reappears and shows you another vision.
When you speak Nephilim's name, Dogs is confused as to how you know it.
You're reply doesn't set him at ease. Continue through the corridor and
exit through the shudder door at the end of it. You will now be at the
bridge leading to the shuttle port. Begin to cross the bridge, and
approximately halfway across it, a giant fish creature leaps from the
inlet below, onto the bridge in front of you. Just as quickly as the 
beast appeared, three shots ring out, and the fish is blown back into
the water. Your Audio-Visual Unit then begins beeping, and upon your
answering it, Dogs is stunned to find out that a woman was responsible
for defeating the creature. After a few words of praise from Eliot,
Janine tells him that to reach her, they need to use their I.D. Card
to enter the Slope Shuttle port, which is just ahead of them, and from
there, use the Slope Shuttle to reach the level she is on. 


                             Chapter Three
                          Time Is Running Out


    At this point, continue across the bridge and use the Kimra Visitor
I.D. Card Key in the gate's terminal to unlock it. Once unlocked, enter
the shuttle port. Inside the shuttle port(lower shuttle bay), you will 
encounter three living tenticle creatures. These creatures, although
rooted in place, can lash out and deliver a blow that knocks Eliot to
the ground, so don't get too close(note, four or five shots each from
the Handgun should take care of them). After defeating the tenticle
creatures(note, there are only a few types of creatures that reappear
when you re-enter a room in Blue Stinger. They are the humanoid type
creatures that look like a mutated person with extra arms, and the
pirahna before you kill them with a specific item. So once you kill a
tenticle creature, or any other besides the two listed, they will stay
gone for the remainder of the game), you see that the lower shuttle
bay has two main shuttles that can be accessed from it, A Shuttle and
B Shuttle, as well as two small rooms to the rear of the bay. The room
on the right leads to a save room, enter it to find an Arrow(bowgun)
Magazine, vending machines(used throughout the game to purchase food,
ammunition and other numerous items), a map download terminal for the
Brain Area(composed of the Brain Department), and a KISS Saving System
terminal(to save your game if necessary). Once you've fully examined
the save room, enter the small room at the rear left of the shuttle
bay(note, A Shuttle and B Shuttle's doors are locked at this point). 
Inside the lefthand room, you will find the monitoring station for
the shuttles. Inspect the terminal with the flashing red "warning" 
screen, and you will find out that A Shuttle is in the midst of a 
pressure overload which could cause it to free fall down the shaft 
that it travels in. You are then given two minutes(120 seconds) to 
somehow engage the shuttle's emergency stop control. To make matters
worse, you then find out that there is still someone onboard the 
shuttle(note, examining the terminal behind the brake warning terminal
reveals that B Shuttle is currently offline). With that, the lock on
the gate leading to A Shuttle's shaft is disengaged. Return to the 
shuttle bay, and enter the now unlocked A Shuttle shaft. Here you will
find four more of the tenticle creatures spread out along the shaft.
Make your way past(or defeat) the tenticle creatures as you head to
the top of A Shuttle's shaft(note, entering the menu screens stops the
timer on the shuttle emergency countdown while you are in them). At the
top of the righthand side of the shaft, you will find a ledge with a 
ladder. Climb onto the ledge, then proceed up the ladder and enter the
door that it leads to. You will now be inside the shuttle's emergency
stop control room. Make your way to the stop control terminal(located
inside the caged section of the room), and inspect it to activate it.
The computer rescue program then engages and stops the shuttle, locking
it in place(note, if you do not activate the emergency stop control 
within the two minute time period, A Shuttle will free fall down the
shaft, exploding upon impact at the bottom, and killing the worker
inside). Exit the stop control room by the door to the right to enter
the upper shuttle bay(note, there is a humanoid creature, as well as
two mutated bird-like creatures in this room). From there, enter the
A Shuttle to find the worker who was trapped inside. Approach him, and
Dogs will question him about what is happening on the island, but the
worker doesn't know. Eliot then tells him to remain in the shuttle for
his own safety. After speaking with the worker, pick up the Napalm
Launcher(gun) at his feet, then leave the shuttle. From the upper shuttle
bay, proceed through the large gate across from the door to the stop
control room. This gate leads to the Brain Department section of the 
research facility. Once through the gate, you will find another tenticle
creature in the following T-shaped corridor. After disposing of the
tenticle, follow the corridor to the left to find the door to the main
control room of the facility. 


                             Chapter Four
            Did I Say That Out Loud, Or Was I Thinking It?


    Upon reaching the door, Eliot(or Dogs, if you've chosen to use him
instead) identifies himself by the code phrase "My Sweetheart". With
this, Janine releases the lock on the security door, allowing Eliot to
enter the control room. Once inside, Nephilim appears above a control
panel, scaring Janine, who then starts firing at her(Nephilim). After
firing thirteen rounds at Nephilim, Eliot mentions that it's doing no
good, as you can't seem to hurt her(Nephilim). Janine then stops firing.
After Eliot and Dogs are introduced to Janine King(a name that seems to
ring a bell to Dogs), Eliot quizes her about what's happening on the
island. Unfortunately, as with the worker on the shuttle, Janine doesn't
know much, but suggests that you ask Nephilim. Walk towards the Eastern
exit gate(to the right), and once you pass Janine, she, along with the
help of Nephilim, are able to call up some important files on the
research facility. After learning some background information about the
facility, Janine hits a stumbling block. It seems that to proceed any
further into the files would require the I.D. password of a lab employee,
and that's something you currently don't have in your possession. Dogs
then suggests going to a bar called "Rats' Place" in the city section of
the island. Apparently, if you're on the in with Rat, there's nothing he
can't score for you, for a price that is. As you're about to leave for
Rats', Janine gives you a new I.D. Card, the Labo Town Passcard, as
you'll need an I.D. Passcard to enter Labo Town, the city section of the
island, that Rats' Place is in. After receiving the passcard, inspect the
glowing blue control terminal across from where Janine is standing. This
is the shuttle control terminal, and inspecting it will deactivate the
lock on B Shuttle's door. Inspect the control terminal a second time to
engage the power to B Shuttle, so that you may now use it when necessary.
After activating B Shuttle, leave the control room and make your way back
to the upper shuttle bay(note, there is a Nap Room through the West gate
of the control room. Enter it to find a KISS Saving System, two vending
machines and a Karate T-Shirt for Dogs on the floor between the nap
chambers and the window).


                             Chapter Five
            It's Got A Great Beat, And You Can Dance To It

    Once back in the upper shuttle bay, use the now operational B-Shuttle
to ride back down(enter B-Shuttle and inspect the inside control terminal
to be asked if you'd like to ride it to the opposite level, yes/no) to 
the lower shuttle bay. Exit the lower shuttle bay, and make your way 
across the bridge outside, to the gate that leads to Labo Town(to the 
left once across the bridge). At the gate, use the passcard that was 
given to you by Janine, in the terminal to unlock it. Once unlocked, 
proceed through the gate, and the following corridor, to reach the Hello
Market section of Labo Town. To reach Rats' Place, continue down the main
strip, past the large crate, and the Hello Market, and enter the corridor
at the far end. Inside the corridor, you can find a Handgun Magazine if
you inspect the body on the floor(watch out for the two humanoid 
creatures). Proceed through the corridor to reach the freezer area of 
Labo Town(there will be a tenticle creature in front of you upon exiting
the corridor). Make your way to the far end of the freezer area, and you
will find that the safety wall has been raised, preventing you from 
reaching Rats' Place by this route. Unfortunately, Dogs doesn't know of
another way to reach the bar(note, in the corner, to the right of the
safety wall, you will find the Hello Market Card Key). After finding the
Hello Markey Card Key, start back towards the exit corridor. Once you 
near the door to the cold storage area(Freezer A), your Audio-Visual Unit
begins beeping. Answer it(press the Start Button) to get some information
regarding an alternate route to Rats' Place. It seems that you can reach
Rats' Place by going through the freezer sections, but there's a catch,
to enter the freezers, you'll need a key. Dogs has the solution to that
problem, as he mentions that Devlin, the manager of the Hello Market,
will have a key to the freezers... if he's still alive that is. 


                             Chapter Six
                        No, You Push The Cart


    Your new task is now to find Devlin, so head back through the 
corridor that leads to the Hello Market section of Labo Town, and use the
Hello Market Card Key to unlock and enter the Hello Market itself. Inside
the Hello Market(Side A, note, there is a KISS Room containing a KISS 
Saving System terminal, and a map download terminal encompassing the
interior sections of the market, as well as Freezer A), make your way to
the rear section(Side B), and from there, proceed into the Stockyard(rear
halls and storage area of the Hello Market). Just down the hall in the 
Stockyard, you will find the Staff Room, enter it to find the Hello 
Market's manager, Devlin(note, on the table, you will find the work
schedule for the Hello Market). Devlin is lying on the floor at the rear
of the Staff Room, suffering from a fit(seizure). Approach him, and he
will tell you that his medication, Doxin, is at the pharmacy stand(Side
A of the Hello Market, in the food vending machine), and that Roland, the
vice-manager of the market, has the key to the freezers. You are then 
given forty two minutes to find, and give Devlin his medication(note, the
key to the gunshop section of the Hello Market is on the ground next to
Devlin). Once the countdown begins, go to the pharmacy section, located
in Side A of the market, across from the elevator, and check the vending
machine that is there. Upon accessing the vending machine, you find out
that it is currently sold out out of what you so desperately need to save
Devlin, the heart medication Doxin. You'll have to get the Doxin some 
other way. If you search the rest of the currently accessible sections
of the Hello Market, you'll see that there isn't any Doxin for you to
find, so you'll need to access the second floor to continue your search
for it(Doxin). Make your way to the elevator at the rear left of Side A
of the market. Once there, you find that in order to access the upper
shopping areas(Specially Bargain Rooms), you'll need to complete the 
Hello Market's Christmas Stamp Rally, a contest where you search the 
lower level of the Hello Market, and try to accumulate four Pen Pen 
character stamps. Those who find all four stamps are then permitted to
use the elevator to reach the Specially Bargain Rooms on the second 
floor. 


                             Chapter Seven
                            Stamp Collecting


    Your task is now to collect all four stamps so that you may gain
access to the bargain rooms, not only to continue your search for 
Devlin's medication, but also to find vice-manager Roland, as Devlin
mentioned that that was the location he could be found in. To begin the
stamp rally, you must access the stamp rally vending machine located
at the main entrance/exit door to the Hello Market. Once you access the
stamp rally vending machine, you will be asked whether you'd like to try
the stamp rally or not(yes/no). Upon answering yes, you are ready to 
begin the rally. The first stamp can be found in the pharmacy area of the
market, directly across from the food vending machine. Acess the stamp
vending machine to acquire the Pen Pen Sparky stamp. After receiving the
first stamp, make your way back to the Stockyard, and once there, proceed
to the door that divides the front section from the rear(note, there is a
Hassy Long on the body at the end of the dead end hall in the front 
section of the Stockyard). Proceed through the door and enter the rear
section of the Stockyard, and from there, make your way to Storehouse 02
at the end of the hallway(note, Storehouse 01, otherwise known as the
First Warehouse, is at the end of the righthand hallway in the rear 
section of the Stockyard). Once inside Storehouse 02(watch out for the 
two bird creatures), push the large crate at the rear of the room against
the wall, so that it is under the terminal set high up on it(the wall).
After that, push the second crate that is near the front of the room, 
against the crate that you just pushed against the rear wall(note, there
are two Arrow Magazines behind the boxes at the front left of the room
that you can reach if you push the front crate to the left and use it to
climb over the gray crates. There is also a Hassy Long and a Kimra Bank
Card behind the crates towards the rear left of the room). Once the 
crates have been put in place, climb them and access the emergancy 
shudder control terminal. The shudder control terminal informs you that
the emergency shudders are currently down. It then asks you to input the
code numbers for the shudders that you would like to raise. From your 
trek through the market looking for the Doxin, you should have noticed
two steel shudders marked 0030(Toy Shop) and 0050(the food and drink 
section), these are the code numbers you need to enter into the emergency
shudder control terminal(one shudder at a time, access the terminal a 
second time to input the next shudder's code number). After entering the
code numbers, you will be able to enter the food and drink area, and the
Toy Shop section of the Hello Market. Return to the rear shopping section
of the market(Side B), and enter the now open Toy Shop(near the door to
Side A). Once inside(note, there are two bird creatures and a large 
tenticle inside this area), proceed to the center of the shop to find the
Pen Pen Tina stamp vending machine. Access it to receive the second of
the four stamps you need to reach the Specially Rooms. Once you have the
Tina stamp, make your way to the food and drink section of the market, 
which is located in Side B next to the Gun Shop(directly across from the
door leading to the Stockyard) and enter it. Once inside(note, there are
two humanoid creatures and a tenticle in this area), you'll find an 
Arrow Magazine in the dead end aisle with the "fresh" banners hanging
above it, a Hassy Long and a Handgun Magazine in the meat aisle, and two
doors leading to yet more sections of the Hello Market. The door with 
the poster of a girl on it, leads to the adult section of the market(to
enter, answer yes, when you are asked if you are over the age of twenty 
one upon nearing the door), in which, you will find the key card to the
Rental Video Shop section(located towards the front of Side A) of the
market. After picking up the Rental Video Shop Card Key, leave the adult
section, and enter the other door in the food and drink section(the gray
door that reads AV Corner, misspelled, IN, on it, not the door that 
leads back to Side B of the market). You will now be in the television
section of the market, and here you will find stamp number three, the 
Pen Pen Buck stamp. After receiving the third stamp, leave the television
section and make your way to the Rental Video Shop(located in Side A,
down the hall from the stamp rally vending machine). Use the Rental Video
Shop Card Key in the lock terminal to open the door, then enter the shop
to find the Pen Pen Taco stamp, the fourth and final stamp in the Hello
Market's Christmas Stamp Rally contest. After collecting the Taco stamp,
proceed to the elevator and take it to the second floor.


                             Chapter Eight
                What A Bargain, I think I Will Buy Some


    Once you reach the second floor, you will face a large tan clawed 
creature. After defeating the creature, enter the Specially Room(Place)
and purchase the Doxin for Devlin from the orange vending machine against
the righthand wall. After purchasing the Doxin, find Roland in one of the
aisles towards the center of the room(if there's time, if not return to
speak to Roland after you've given the Doxin to Devlin) and speak to him.
He tells you that he doesn't have the key to the freezers on him, but he
does know where it is. He then tels you that it is in a safe in the Staff
Room, and with that, he gives you the key to it(the safe). Once you have
the safe key, return to the Staff Room(note, there are three more vending
machines along the rear wall of the Specially Room, as well as a bargain
room behind it. The bargain room is blocked by laser scanners, and will
only allow you entrance into the room if you have over three thousand
dollars accumulated in coins. The bargain room contains a number of
vending machines stocked with various weapons and ammunitions) in the
Stockyard area of the market. Once in the Staff Room, give Devlin the 
Doxin(approach him and he will automatically take it from you. Note, if
the forty two minutes have passed before you arrive with the Doxin, 
Devlin will be lying dead on the floor at the rear of the room). In 
return for saving his life, Devlin gives you the card key to the First
Warehouse(Storeroom 01), and tells you that you should find some weapons
left in it. After receiving the card key from Devlin, use the safe key
that was given to you by Roland, to open the safe that is on the desk
at Devlin's feet. Inside the safe, you will find the card key to the
freezer room area. Once you are in possession of the Freezer Room Card
Key, leave the Staff Room and make your way to the First Warehouse(the
Storehouse 01), which is located at the end of the righthand hallway in
the rear section of the Stockyard(note, there is a tenticle creature
there). Use the First Warehouse Card Key at the lock terminal that you
will see on the gate to the warehouse, to open it(the gate). Enter the
warehouse(Storehouse 01) to find a Shotgun, two Shotgun Magazines and
three Napalm Gun(launcher) Magazines. After obtaining the weapon and
ammunitions, leave the Hello Market, and make your way to the freezer
room area door(marked Cold Store), located next to the security wall
that prevented you from reaching Rats' Place. 


                             Chapter Nine
                       Colder Than A Witch's ...


    Once there, use the Freezer Room Card Key on the lock terminal to
open it, then enter the freezers. Inside the freezer rooms, you will 
notice a small meter underneath your character's life bar. This meter
represents your character's body temperature, and it is slowly depleting
due to the severe cold temperatures in the freezer section. Proceed 
through the freezer corridor until you come to a branch off where you
could go either left or right. To the right is a frozen door, so proceed
to the left, where you will find two more doors a short distance away.
The first door(on the sidewall of the corridor) leads to the Hot Room, 
but it's locked, so continue on through the door in front of you. Once
through the door, hang a sharp left(straight ahead leads to a dead end),
and follow the walkway to where it branches off in two directions. At 
the branch off, go to the right, and at the dead end, you will find a 
body with the card key to the Hot Room on it. After picking up the Hot 
Room Card Key, return to the Hot Room(just through the previous door),
and use it(the card key) to unlock and enter it(the room). Inside the Hot
Room(note, your body heat refills while in this room), you will see a 
body on the floor that has the Operations Room Card Key on it. After
checking the body, and receiving the Operations Room Card Key, inspect
the freezer thermostat control system monitor(terminal next to the large
green circular console). This monitor tells you the current temperature
and settings of the freezer thermostat and cryopump systems. Currently,
the cryopump is rotating at 6,500 RPM, causing the freezing mode to be
engaged. After telling you the current settings, you will be asked
whether you would like to see the instructions for operating the 
cryopump(yes/no). Upon choosing yes, you will be told that if you would
like to change the temperature in the freezer areas, you need to change
the rotation rate of the cryopump in the freezer control center. You are
then told that 0 - 4,999 RPM is defrosting mode, and that setting the
pump to this will cause the temperatures to rise. At 5,000 - 5,999 RPM,
refridgeration mode will engage(this is the normal mode). Finally, if
you set the pump to between 6,000 - 9,999 RPM you will activate freezing
mode, which will drop the temperature in the freezer areas to minus one
hundred degrees centigrade(you are cautioned against this mode). After
you've finished accessing the monitor, leave the Hot Room and continue
through the walkways(you can only go one way through the walkways, as all
turnoffs lead to dead ends), until you reach yet two more doors(note, you
will pass another frozen door on the way here). Use the Operations Room 
Card Key in the lock terminal on the door at the end of the walkway(the
only one with a lock terminal), then enter the Operations Room(note, your
body temperature refills while in this room). Inside you will find an
ammunition vending machine, the Machine Room Card Key lying on the floor,
and another freezer thermostat control system monitor(terminal next to
the large green circular console). Upon accessing this monitor, you will
be given a key called the Invert Key. The monitor also tells you that 
using this key in the cryopump at the control center will activate the
heating express mode. Once you've collected the two keys, leave the
Operations Room and continue through the door to your side(next to the
Operations Room) to enter the next section of Freezer A. Once through 
the door, proceed down the corridor until you reach an area where it
branches to the left(corridor continues) and to the right(dead end). Go 
to the right, into the small dead end, and in the corner, you will find
an electric warmer. The electric warmer, once found, will raise your
body temperature back to normal for the duration of your trip through 
the freezers(the body heat indicator bar will disappear as well). After
receiving the electric warmer, continue down the corridor towards the
Machine Room(take your first right after leaving the dead end, as 
straight ahead leads to another dead end). Once at the Machine Room(sign
above the door reads, "Oil Pressure C-Unit"), use the Machine Room Card
Key to unlock it, then enter the room. Inside the Machine Room, you will
come face to face with a large dinosaur creature that appears to be 
covered with ice. The creature attacks you(note, the Napalm Gun works
well against this boss). After defeating the dinosaur creature, you are
given the Control Room Card Key. Use this card key on the lock terminal
next to the door(marked, "MK-5 Control Unit") at the rear of the room
you are currently in, to unlock the Control Room. Once unlocked, enter
the Control Room and access the freezer thermostat control center 
terminal(the monitor with the red glowing diagram on it). You will be
asked if you wish to use the Invert Key to activate the quick heat 
system(yes/no). After answering yes, the quick heat system is engaged.
At this point, inspect the freezer thermostat control center terminal
again, and you will again be asked if you'd like to use the Invert 
Key(yes/no). Answer yes again, but this time, instead of engaging the
quick heat system, you shut it off(note, the frozen doors that you
passed in the freezer corridors earlier have already been thawed out
by the short burst of heat generated by the quick heat system when it
was on). You are then asked to input the number of RPMs you wish the 
cryopump to rotate at. Input the number 5,000 as the number of RPM 
that you wish the cryopump to rotate at. Doing this will activate the
refridgeration mode(note, if you set the RPM to 4,999 or lower, the
temperature will be too hot, and you will have to make a quick escape
from the freezers, as your body temperature will rise too high if you
don't. Setting it this high will also effect something in freezers B
and C, Also, if you set it at 6,000 RPM or higher, the freezing mode
will be re-engaged, and the doors that were frozen earlier will freeze
back over). After setting the cryopump to refridgeration mode, leave
the Control Room and make your way back to the frozen door that you saw
near the Operations Room. Upon arriving at the door, you find that the
door is no longer frozen over. Enter the door to find a save room. 
Inside the save room there are, two Arrow Magazines on the floor, two
vending machines, a map download station encompassing freezers B and C,
and a KISS Saving System terminal. After using the save room(if 
necessary), continue back through Freezer A, until you reach the door
in the first corridor, near the Hot Room that was frozen over when you
first entered the freezers. Upon reaching the door, you will find that
it is also thawed out, and unlocked. Proceed through the door(but be
careful, as there are two humanoid creatures and a large tenticle on
the other side of it), and continue down the corridor it leads to, 
until you reach a door at the opposite end of it. Pass through this
door, and you will now be in Freezer B. Due to your having set the 
cryopump on refridgeration mode, Freezer B will be in the form of a
maze with large stacks of ice blocks piled high throughout it(note, if
you set the temperature too high by way of the cryopump, Freezer B 
would be filled with water that you would need to swim through, the 
large ice blocks would have melted). Navigate your way through the 
maze(there are no items to find in the maze), until you reach a ladder
at the end of it. Press the inspect button while next to the ladder to
climb it. Once at the top of the ladder, you will be in Freezer C. In
Freezer C, you will notice a giant mutated bull creature frozen inside
a block of ice in the center of the room(note, had you set the freezer
temperature too high by way of the cryopump, this creature would have
thawed out, and you would have had to fight him upon reaching Freezer C),
as well as many stacks of ice blocks along the lefthand wall. Push the
front center ice block(the only single ice block) back against the wall.
Next, climb over the ice block so that you are on the side of it that is
closest to the rear wall of the room. Now, push the ice block forward, so
that it rests against the stack of two blocks in the front left corner of
the room. Finally, climb the single ice block, then from atop it, climb
the double stacked blocks that you pushed it against, and you will find a
card key to the Freezer C Meat Room. After picking up the Meat Room Card
Key(note, if you had set the temperature too high, and had to battle the
mutated bull creature that was frozen in the large block of ice in the
center of the room, you would have been given the Meat Room Card Key upon
defeating it), use it to open the door at the rear righthand side of the
room. Once open, enter the meat room, and make your way past the rows of
frozen hanging meat(note, you'll have to break the unbagged slab of meat
hanging in the final row in order to pass it). At the end of the Meat 
Room, climb over the boxes to reach the exit. Upon exiting the Meat Room,
you will be inside another save room. Here you will find a map download
terminal(encompassing the Mid-Area and Rats' Yard sections of the City 
Area), two vending machines, and a KISS Saving System terminal.


                             Chapter Ten
                            Getting Close
                         

    After using the save room(if necessary), exit through the door that 
is opposite to the one you entered by. Once through the door, Janine
calls you on your Audio-Visual Unit.After you tell her that you've made
it through the freezers, enter the small building across from you, and
slightly to the right(be careful, as there is a humanoid creature 
inside). You have just entered the restrooms. Climb onto the toilet, 
and pull yourself through the hole in the wall above it, so that you
can get into the ladies' side. Once there(watch out, as there is another
humanoid creature on this side as well), you will find a Rail Gun for
Dogs, on the floor in front of the sinks. After picking up the Rail Gun,
leave the restrooms by way of the men's side(the door on the ladies'
side is locked). Once outside again, make your way into the Digimuse 
Pleasure Dome Arcade(to the left after leaving the restrooms, as to the
right is the pirahna pool). Inside the Pleasure Dome Arcade, you will
find a little girl named Sandy, crying in the back corner. Upon 
approaching her, she points and says, "Gary, Gary", after which, she
hands you a game coin, good for one play of the Jungle Hunter shooting
game(apparently she wants you to win a stuffed animal for her). Inspect
the Jungle Hunter game, and you will be asked if you would like to insert
your game coin to play(yes/no). After inserting the coin, shoot the three
animal targets(with any weapon) that appear inside the game. Once you've
successfully shot the last of the three animal targets, the Big Gary 
stuffed animal falls to the floor in front of the Jungle Hunter game 
machine. Pick up the Big Gary stuffed animal and bring it to Sandy. You
tell Sandy, "Merry Christmas" as you give her the stuffed animal. She
then tells you that she has a present for you, and then reminds you that
it's Christmas Eve. At this point, go to the door behind the small
barricade(marked, Staff Only) and inspect the lock terminal beside it.
Instead of needing a card key to unlock the door, you are asked to input
a four digit passcode in order to open it. Thinking back to what Sandy
said, you realize that the present she was giving you, was the passcode
to the door. Sandy said that it was Christmas Eve... and the date for
Christmas Eve is 1224. With that, enter 1224 as the passcode, and the 
door will unlock. Proceed through the door, and once in the following
alley(there are two humanoid creatures here as well), make your way into
the barber shop at the far end of it(note, you will come back to the 
Omega Club, one of the buildings that you will pass in the alley, later,
as right now you don't have the key needed to enter it). Inside the 
barber shop, defeat, or avoid the humanoid and bird creatures, then make
your way out the rear exit that is behind the cabinets to the side of
the counter. Once outside the rear door of the barber shop, you will be
at the piers. At the end of the higher pier, you will find a Hassy Long,
but along with the drink, you are shown a view of the pier that is behind
the Fishing Place Tackle Shop. Next, proceed into the corridor opening
next to the tackle shop(be careful, there are two tenticle creatures in
the corridor) and make your way through it. Upon exiting the corridor,
you will be very close to Rats' Place. Proceed up the alley to the Bank
of Kimra, and enter it(the bank). Inside the bank you will find numerous
automated teller machines(cash dispensers). Upon using one(any one), you
will be asked if you would like to use any of the bank cards you've found
throughout the game(yes/no, note, the bank cards you can find, or have in
your possession will appear in the following order, Eliot's Bank Card,
The Kimra Bank Card, the Yucatan Bank Card and the Bermud Bank Card. Upon
answering no, to using any of the cards, you will be asked if you would
like to use the next card). Using Eliot's Bank Card at this time, prompts
you to input a passcode specific to the card(Eliot's passcode is his
employee number, 3532), and upon inputting the correct passcode, you are
able to withdraw twenty dollars. Upon inputting the correct passcode for
the Kimra Bank Card(say no to using Eliot's Bank Card, then say Yes to
using the Kimra Bank Card. The passcode for the Kimra Bank Card is 1008,
which is the month and day written on the card), you will be able to 
withdraw fifteen hundred dollars. After withdrawing the money from the
two accounts, leave the bank and head to Rats' Place, which is right 
across the street(to the side).


                             Chapter Eleven
                      Hidden Behind The Wine Racks


    Once you reach the door to Rats' Place(marked, Bar Rat's), Janine 
contacts you again via your Audio-Visual Unit. After telling her you've
reached Rats' Place, enter the bar. Inside the bar, you will see a
picture of a rack of billiard balls(note, there is a Hassy Long behind
the bar, near the door's side) with a glowing ball in the center. The
glowing ball is a trigger button that needs to be pushed in order to
open the secret entrance to Rats' Yard. Unfortunately, it is too high
for you to reach from the floor. Push the pool table against the wall
that the picture is on, then push it so it is directly under it(the
picture). Once moved, climb on top of the pool table and trigger the
button(note, you will be asked if you'd like to press it, yes/no, upon
inspecting it) to open a secret passage that leads downstairs to Rats'
Yard. Hop down off the pool table, and make your way down the stairs
that are now accessible to you where the pool table originally was. You
will now be in Rats' Yard, a place where he stores the alcohol for the
bar, and just the place to hide if things go bad. Wind past the wine
racks, until you come across Rats himself, hiding behind the wine racks
at the rear. Dogs speaks to Rats, and upon telling him that you're 
looking for an I.D., he(Rats) tells you to check the wine racks, as
you just may find what you're looking for. With that bit of information,
inspect the wine rack to your left(the one at the very back. Depending
on your angle, you may need to push the wine rack to the side to find
what you need), and you will find three items. They are, Chris' I.D.
Card, Chris' Drivers License, and the Fisher's Key. After picking up
the three items, leave Rats' Place, and make your way back to the 
Fishing Place Tackle Shop, located at the piers. 


                             Chapter Twelve 
                             You're All Wet


    Once at the tackle shop, use the Fisher's Key that you found at
Rats' to unlock and enter the door. Inside, you will be attacked by four
pirahna that are flapping around on the floor of the shop. After
defeating the four pirahna, you are given the Fishing Place Key. You can
also find a Shotgun Magazine behind the counter in this room. Next, use
the Fishing Place Key to open the door(marked, Fishing Place) that leads
to the Fisherman's Pier behind the tackle shop. On the pier behind the
tackle shop, you will find two items, a tube of Pirahna Kill, and a Hot
Dog. After picking up the two items, leave the Fisherman's Pier, and
return to the pirahna pool(next to the restrooms and Mid Area save room
that you were in just after leaving the freezers). At the pirahna pool,
walk down the ramp towards the water, and you will automatically toss the
pirahna kill into the pool with the pirahna. The pirahna kill instantly
destroys the pirahna, so that you can freely swim through the pool
without being harmed(note, now that you've used the pirahna kill, the
pirahna will not regenerate upon your re-entering the pirahna pool after
leaving it). Swim through the pirahna pool to pool 02(the gate to pool
02 is just across from the end of the ramp leading into the pirahna
pool). Once in pool 02(watch out for the giant fish creature), swim to
the ramp that leads to the jailhouse walkway(at the far end of the pool),
then from the end of the ramp, kill the giant fish creature that is
swimming around. After killing the fish, proceed up the ramp, and then
down the jailhouse walkway that it leads to, to find(in pool 02 section)
a Hamburger, a Shotgun Magazine, and two Rail Gun Magazines(in pirahna
pool section). After getting the items(if necessary), hop back into the
water in pool 02, and swim to the watery passage that leads to the Hello
Market area(note, the gate leading to the watery passage, is low in the
water at the base of the pool 02 ramp). Once in the watery passage, swim
to the far end, and climb onto the small stairway that is there. Climb
the stairs and inspect the doorway at the top of them twice to unlock
and proceed through it. Once through the doorway, you will find that you
are back near the Hello Market(note, if you need to return back to the
Mid Area for any reason, you can push the large crate against the raised
landing for this doorway, and climb it to reach the door). At this point,
return to the control room in the Brain Center and speak to Janine. Once
back, Janine takes the disc she was trying to access earlier, and places
it back into the computer. She then asks you for a password so that she
can access the restricted files on the disc. Input 0513 as the password
to access the disc(the password can be found on Chris' Drivers License,
as it is his birthdate). The password is accepted, but now there's
another problem, it seems that the power supply is down, and because of
this, you will not be able to enter the laboratory. Eliot suggests going
to the Power Plant to try to turn the power back on, to which Janine
replies that it's feasable, especially now that you're in possession of
Chris' I.D. Card.


                             Chapter Thirteen
                            Danger, No Smoking


    Your task now, is to get to the Power Plant. To do this, begin by
leaving the Brain Center control room by way of the Eastern exit(the
doorway with the large "E" above it). In the corridor outside the 
control room, continue forward and exit by the door at the opposite end
of it. You will now be in section A1 of the upper Run Road(note, be
careful of the hovering gun drones, as they fire upon anything that 
comes within their range, and unfortunately, you cannot destroy them. To
avoid being hit by them, change your direction of travel as soon as you
hear them fire). If you would like to find a Gatling Gun for Dogs, 
proceed through the door to your left(beneath the sign that reads A1).
Once through the door, you will be inside a safety corridor leading to
the Run Road helipad(there is a humanoid and nesting wasp in this short
corridor). Exit the safety corridor by the door at the opposite end to
reach the helipad. As soon as you are on the helipad, you will be 
attacked by a large mutated crab that has decided to use as abandoned
jeep as it's shell. After defeating the crab(note, the Plasma Gun works
extremely well against this boss), push the large rock that is blocking
the stairs to the side, then proceed down the stairs. Follow the narrow
path around the outside of the helipad(note, there is a tenticle on the
path, at the center corner), until you reach the far end. Here you will
find a Gatling Gun and three Gatling Gun Magazines. Once you have picked
up the Gatling Gun and ammunition, return to section A1 of the Run Road,
and from there, enter the safety corridor leading to section A2 of the
Run Road(marked, A2). Proceed through the safety corridor, and make your
way to section A2 of the Run Road. You can find two Hassy Longs in the
bunkers here, as well as a Yucatan Bank Card on the body in the bunker
closest to the safety corridor leading to section B1. After picking up
the items in section A2(if necessary), proceed through the next safety
corridor, and enter section B1 of the Run Road. Here you will find two
bunkers(one on each side of the gate dividing this section), one of
which contains a KISS Saving System terminal, as well as a map download
station encompassing the Run Road. After saving your game at the KISS
Saving System terminal(if necessary), proceed through the gate leading
to the fuel tank. Make your way along the left side of the fuel tank,
until you descend a small set of stairs leading to the edge of a cliff.
On the cliff's edge, you will find a body, scattered about it are two
Lifookers(grappling harnesses that hook onto your last stable point if
you fall from a high distance) and a Permission Card Key that you will
need to access the fuel tank. After picking up the items, return to the
left side of the fuel tank, and climb the ladder that is there. Use the
Permission Card Key in the terminal that is on the platform at the top
of the ladder, and you will be told to remove the lock cap from one of
the intake holes. The intake holes are the small smokestack type tubes
on the roof of the fuel tank. Next, make your way to the roof of the 
fuel tank, and use any weapon to break open one or more of the intake
holes(note, even though the terminal said not to expose the fuel tank
to heat, you will cause flames to appear over any intake holes upon
your breaking them open. There is no way to avoid this). Once you've
broken open an intake hole, return to the terminal on the platform 
below and access it once again. You will then be asked if you would like
to activate the intake system(yes/no). Upon answering yes, the emergency
alert begins sounding. Due to the intake holes being exposed to flame,
the the tank will explode within moments. A massive wall of flames then
begins traveling towards you from the left. Since the ladder is now
blocked, run back up to the roof of the fuel tank, but instead of going
to where the intake holes were at the center, make your way to the end
of the broken walkway that leads out over the cliff. Once the flames
reach the top of the fuel tank, your characters, fearing there is no 
other way of escape, jump from the broken walkway, into the chasm below.
Just as they do, the fuel tank erupts, and the force of the explosion
knocks your characters across the gap, to the ground on the other side.
That was a close one. On this side of the chasm, you will find a closed
gate(there is no addequate power supply to open it), a KISS Saving 
System terminal, and an open gate leading to section B3 of the Run Road.
After saving your game(if necessary), proceed through the open gate, and
enter section B3 of the Run Road. From here(section B3), make a quick 
run across the section, to the safety corridor at the other side. Enter
the safety corridor, and follow it(be careful, as there is a humanoid and
two bird creatures in this corridor) until you reach the parking area for
the Kimra Power Plant. In the parking area, you will see a large hole in
the door at the far end of it, as well as a red jeep with a Bazooka(for
Eliot) on it's roof. Since the Bazooka is currently too high for you to
reach, proceed through the hole in the door, and enter the Power Plant.


                             Chapter Fourteen
                            I've Got The Power


    Inside the Power Plant, make your way to the rear right corner, where
you will find a glowing red button on the wall. Press this button(note, 
it will ask you if you would like to press it, yes/no, upon inspection)
to activate the emergency lights. As you turn on the emergency lights,
Janine calls you via the Audio-Visual Unit, and tells you to look for a
control panel near the emergency light button. Proceed to the control
panels in the cubicle to the left(next to the elevator and locked door),
and inspect the terminal that is currently displaying the message, "Check
the system" on it's screen. The computer will inform you that the power
system is currently off due to capacitor shorts in the following four
superconducter circuits:
  B-4-3
  R-6-1
  Y-1-3
  G-3-2
Your task now is to repair these circuits, and restore the power to the
island. Begin by going down the staircase at the righthand side of the 
room(behind the emergency light button). These stairs lead to a small
landing before a hallway leading to three rooms, the Tool Room, the Cable
Warehouse and a KISS room. Exit the landing through the only door that is
there, and from the following hall, enter the first door that you come 
to. You will now be in the KISS Room. Inside this room, you will find, a
body on the floor with an Arrow Magazine and a Handgun Magazine on it,
a food vending machine, a map download terminal encompassing the basement
and first floor of the Power Plant, and a KISS Saving System terminal. 
After using the KISS Room(if necessary), return to the hallway, and enter
the next doorway you come to as you continue down it(the hall). This room
is the Tool Room, and on the floor of it you will find a crank. After
obtaining the crank, return to the hall once again, and enter the last of
the three doorways, which is located at the end of the hallway. You will
now be in the Cable Warehouse(watch out for the two humanoid creatures),
and here you will find two electric cables(on a shelf) that will be 
needed to repair the damaged circuits, so that you may restore the power
to the island. After picking up both of the cables, return upstairs to
level 1F of the Power Plant. Approach the doorway on level 1F that is 
next to the control you accessed earlier(the larger one, not the smaller
one, as that is the elevator). Next to the doorway, you will see a small
hole, this is a crank socket. Inspect the hole, and your characters will
use the crank to manually pry open the door's lock mechanism. Once that
is accomplished, proceed through the door to enter "E" hallway. At the
far end of E hallway, there is a door marked with a "B". Enter it to 
proceed to B section. Once in B section, you will see many small doors
marked with the numbers B-1 through B-7. Inside each of these small 
rooms(and the rooms similiar to them in the following sections of level
1F of the Power Plant), are three circuits(marked 1, 2 and 3) that must
be in working order for the power to flow to the other areas of the 
island. The four, three digit code numbers that the control panel 
computer gave you earlier(B-4-3, R-6-1, Y-1-3, G-3-2) were the section,
room number, and circuit number of the four defective circuits that you
must replace. Although you are currently in B section, you need to find
a pair of insulation gloves before attempting to repair the circuits.
Trying to replace the electric cables without the gloves on, will only 
result in your getting a nasty shock. Enter room B-5 to find a Stun 
Rod, which is a hand weapon for Eliot(if you don't already have one. Be
careful, as there is also a humanoid creature in this room). After 
getting the Stun Rod(if necessary), proceed to the door with the large 
"R" marked on it to enter, you guessed it, R section. In R section, since
you don't have the gloves yet, you need only to find the electric cable
in room R-7. After picking up the electric cable in room R-7, enter the
door marked with the letter "Y" to enter Y section. In Y section, as with
the others, since you do not have the gloves yet, you need only enter
room Y-4 to find the Stock Room Card Key lying next to a body on the 
floor. After receiving the Stock Room Card Key, leave Y section by the
door marked with the large "G", to enter G section. Inside G section, use
the Stock Room Card Key in the lock terminal next to the door to the 
Cable Warehouse(this is the Stock Room) to unlock it. Enter the Cable
Warehouse and pick up the Bermud Bank Card off the body on the floor, and
the insulation gloves from the shelf to the side of the room. After 
receiving the two items, leave the Cable Warehouse and proceed to room 
G-1 in the section you are currently in. Inside room G-1, you will find
another electric cable on the floor, pick it up, then return to the G 
section hallway. From the hallway, enter room G-3, and inspect circuit
number two. Due to your now having the insulation gloves, you will use 
one of the four electric cables that you have accumulated, to repair the
damaged circuit. After repairing damaged circuit number G-3-2, repeat 
this process(inspect the circuit number in question to automatically
repair it), with circuit numbers Y-1-3(Y section, room Y1, circuit number
three), R-6-1(R section, room R-6, circuit number one) and B-4-3(B 
section, room B-4, circuit number three). Once all four damaged circuits
have been repaired, the power supply activates briefly, then stops. You
are then alerted to the fact that the power to all sources outside the
Power Plant will be terminated. Apparently something else is wrong inside
the Power Plant, besides the damaged circuits. Return to Y section, and
once there, enter the now open Administrations Office(note, it was not 
accessible previously, due to a lack of power to open the door). Inside
the office, you will find a Shotgun Magazine next to the body on the
floor, as well as the Condenser Room Card Key on the blue control panel
nearby. After receiving the items, return to the control panel that you
accessed in the first room after turning on the emergency lights. Upon 
accessing the control panel, you are told that the power coming from the
generator is very low, and as such, the power distribution is restricted
to the Power Plant. You now need to check the power source, which Dogs
informs you is on the third floor. Take the elevator(small door next to
doorway leading to E hallway) to level 2F, and once there, you will find
a save room just across the hall. Inside the save room, you will find a
body with two lifookers on it, as well as a KISS Saving System terminal
and two vending machines. After using the save room(if necessary), return
to the hall, and begin your trek to the next elevator. The hall leads
onto a suspension walkway that twists and turns, high above the ground.
Navigate this walkway to reach the elevator that travels to the third
floor. Once on the third floor(you are automatically brought there upon
entering the second elevator), make your way through the series of
walkways(be careful, you can fall) and rooms(you can progress only one
way), until you reach a room where there are two large dragonflys, one
of which is carrying a body(note, there is a Rail Gun Magazine on a body
on one of the walkways prior to this room, as well as a save room 
containing, the Omega Club Key, a KISS Saving System terminal, a food
vending machine, and a map download terminal encompassing the second and
third floors of the Power Plant). Kill the dragonflys to receive the 
Plant Area Card Key from the worker's body that they were carrying. Once
you have the Plant Area Card Key, use it to unlock the remaining door in
this room, which will lead you closer to your destination. Through the
door, you will find a short walkway leading to the Condenser Room. Use
the Condenser Room Card Key to unlock the door, then enter the room to
try and solve the mystery of why the power supply is so low. Inside the
Condenser Room, you see that the main condenser unit is literally covered
with a swarm of mutated lightning bugs. Use your weapons to destroy all
of the lightning bugs(the Plasma Gun and Shotgun are both effective for
this task) that are on the condenser, so that it won't have the constant
drain that the creatures were creating, as they sucked away at the power.
After destroying them all(be careful, as they will attack you), Eliot has
a bad feeling, and wants to make a quick retreat(note, there is an Arrow
Magazine and two Handgun Magazines on the floor in one of the corners of
the room). At this point, return to the control room on level 1F, and 
access the main control panel that you have been using throughout your
trip through the Power Plant(the one you accessed after turning on the
emergency lights). Upon accessing the control panel, the power system
will achieve maximum efficiancy, and the supplier unit will be activated
to maximum output. Now that all is well with the island's power supply,
make your way back out of the Power Plant by way of the large hole in the
door you entered it by, so that you can begin your long walk back to the
Brain Department, and Janine. As soon as you are back out in the parking
area for the Power Plant, you are attacked by another of the large crab
creatures that you fought on the helipad(if you went to the helipad).
Upon defeating the crab creature, you are given the Jeep Key. Before
leaving the parking area, go to the spot where the jeep was originally
parked, and you will find a Bazooka(for Eliot). After receiving the Jeep
Key, and picking up the Bazooka(if you don't already have one), leave the
parking area and begin to make your way back to the Brain Department 
control room, so that you can talk to Janine(note, upon reaching the 
chasm where the fuel tank exploded, you will be able to access the 
previously shut gate to the South, as it opens now that the power has 
been restored. This is so that you may loop around the area with the 
chasm, and return to section B1 by way of the lower Run Road, and from
there, back to the Brain Department control room). 


                             Chapter Fifteen
                             Merry Christmas


    Upon entering the corridor that leads to the Brain Department control
room, the scene cuts to show Janine seemingly being attacked by Nephilim.
Instead of an attack, Nephilim shows her a vision of what has already 
transpired, and of what's to come. You re-enter the control room to find
Janine on the ground, a bit shaken from the vision that Nephilim has 
shown her. Janine gets to feet and tells you that she's o.k., and that
Nephilim didn't hurt her. She then goes on to explain what Nephilim 
showed her. At this point, approach the main control terminal(the control
terminal directly across from the Slope Shuttle control terminal) and you
will again use Chris' I.D. Card to access the main computer. Upon 
checking the files, you see that there is a strange blue light inside the
lab section of the island. Eliot now plans to go check out the lab to see
if he can determine whether or not the blue light has some part in what's
happening on the island. To make it a bit easier, now that you've 
restored the power to the island, Janine is able to use the terminal to
unlock the jeep hangar's gate, so that you may use the jeep to reach the
lab. Also, since you were so busy, you neglected to realize how much time
had passed, as Janine reminds you that it's now past midnight, making it
officially Christmas. Not only is it a holiday, but it's also Eliot's
payday. After mentioning this, Eliot and Dogs are set to go to the lab.


                             Chapter Sixteen
                         A Little Scavenger Hunt


    Before going to the jeep hangar, so that you can take the jeep to the
lab, make your way back to the Kimra Bank, located in the Mid Area of the
City Area. Once there, use the automated tellers(cash dispensers) to 
withdraw money from Eliot's account(use Eliot's Bank Card, passcode 3532,
to withdraw his Christmas pay of 2,000 dollars), the Kimra account(use 
the Kimra Bank Card, passcode 1008, to withdraw 3,300 more dollars), the
Yucatan account(use the Yucatan Bank Card, passcode 1861, to withdraw 
5,700 dollars), and the Bermud account(use the Bermud Bank Card, passcode
1394, to withdraw 6,000 dollars). After withdrawing the money from the
four accounts, make your way to the Omega Club, located in the alley 
between the barber shop and the Digimuse Pleasure Dome Arcade. Use the 
Omega Club Key to unlock and enter the club. Inside the club, you will
find, a Hassy Long on the bar, a Hassy Long on the floor at the rear
right, a Steak Plate on the table at the rear left, and finally, two 
Bazooka Magazines and a Ray Sword in the back room, behind the stripper's
runway. After you've obtained the items from the Omega Club, return to
the Brain Department control room, and from there, leave via the Eastern
wing corridor, to make your way back to the Run Road. 


                             Chapter Seventeen
                                Cleaning Up

    Once on the Run Road, walk slightly South to the now open check gate
leading to the jeep hangar in section A3. Approach the hangar, and use
the Jeep Key to enter and drive the jeep to the Kimra Xenobiological
Laboratory(note, before using the jeep, you may want to unlock the 
safety corridor doors between sections A3 and B2. To do this, just go
through them from the jeep hangar's side). Enter the lab by the front
door(Janine has unlocked it), and proceed thrugh the door directly across
the reception area(note, there is a Hassy Long on the table in the center
of the reception room). You will now be in the germ scanning room for the
lab. The lab itself is a germ free zone, therefore anyone who hasn't been
sterilized, will not be allowed to enter the facility. Approach the 
scanner at the rear of the room, and you will find that in your present
state, you cannot enter the lab. You now need to rid yourself of all 
germs in order to be able to enter the lab. To do this, begin by leaving
the germ scanning room, and returning to the reception area. From there,
enter the room at the end of the hallway across from the receptionist's
desk. Here you will find the changing room. In the back of this room, you
will find two labo wear clean suits. As soon as you pick up the second 
suit, Eliot suggests that he and Dogs change into them. Upon changing, 
Dogs comes to the realization that he cannot fit into a medium sized 
suit. After Eliot changes into his clean suit, he discovers the key to
the Relax Room in the pocket of the suit. Once you're in possession of
the Relax Room Key, return to the reception area, and use the key to
enter the Relax Room(the door next to the receptionist's desk). Inside
the Relax Room, you will see numerous vending machines all about the
room, as well as a Santa Claus suit in the corner next to the red sushi
vending machine. Pick up the santa suit, and Eliot will convince Dogs to
try it on. After Dogs puts on the santa suit, proceed through the door
at the rear of the room(next to the other red sushi vending machine).
You will have now entered the bath room. Walk towards the rear of the
room and Dogs will tell Eliot that he needs a bath. Next, approach the
door to the bath area itself, and Dogs and Eliot will strip down and
take a quick bath. After cleaning off in the tub, return to the germ
scanning room, and upon approaching the scanner, you will now be 
permitted to enter the interior section of the lab. 


                             Chapter Eighteen
                             Testing Positive


    Enter the lab's interior, and at the end of the entry hall(outer
hall), you will find a KISS Room containing, four vending machines, a
KISS Saving System terminal, and a map download terminal encompassing
the Labo Area(the first floor of the lab, and Gigadent). After using the
KISS Room(if necessary), enter the open storage hangar(across from the
door leading to the germ scanning room) and walk to the back of it. Upon
reaching the back of the storage hangar, a giant blob drops from the
ceiling and attacks you. Once you defeat the blob, you are given the Labo
Observatory Room Card Key. After receiving the Observatory Room Card Key,
use it to open the door to the Observatory Room, which is located
slightly up the hall in front of the storage hangar. Before you can reach
the Observatory Room however, Eliot has a slight problem. It seems that
during his encounter with the blob, Eliot swallowed some of the monster's
bile. Due to this, Eliot has a nasty reaction, causing his DNA to begin
to merge with that of the creature's. After convincing Dogs that he's
well enough to go on, enter the Observatory Room. In this room, you will
find an oxygen cylinder(a breathing mask) on a small table near the large
bay window that looks into the next room. Through the window, you can see
a female lab employee standing on a table, trying to keep herself away
from several mutated insect creatures that are on the floor below. You
now need to help the woman, so leave the Observatory Room and continue
down the hallway until you reach the door marked, "Staff Only"(at the end
of the hall). Inspect the door, and you will be told that the inner
hall(you are currently in the outer hall, the inner hall is on the
opposite side of this door) is filled with gas, and as such, would you
still like to enter it(yes/no). Upon answering yes, you enter the gas
filled inner hall(be careful, as there are a few mutated dog type
creatures, as well as a humanoid in the hall with you). When you try to
enter the room where the woman is(turn right once in the inner hall, the
door at the end), you find that due to the gas leak, the emergency
shudder has lowered in front of the door, preventing you from gaining
entrance. Your task now is to shut down the gas, so that the inner
hallway refills with oxygen. Begin by following the inner hallway. You'll
pass a locked room just past the door to the outer hallway, this is the
Exhaust Room, as well as another door with an emergency shudder in front
of it(the door that is just around the first bend in the inner hallway),
this is the Blood Thawing Room. Continue until you come to a set of
stairs leading downward inside a caged area. Proceed down the stairs, and
you will come to a short hall with two locked doors, the second being the
door to Experimentation Room Number Three. On the floor near the doorway
to Experimentation Room Number Three, there is a body. Next to the body
is the key to the Exhaust Room. After picking up the Exhaust Room Key,
return back upstairs and use it to unlock and enter the Exhaust
Room(located next to the doorway that leads to the outer hallway). Inside
the Exhaust Room, you will find the switch to operate the gas exhaustion
system, which will expell the gas, and fill the halls with oxygen when
activated. Inspect the device(switch on the wall near the door) to be
asked if you would like to activate it(yes/no). After activating it, you
will notice that the hallways are now clear upon your return to them. Due
to the gas having been cleared, the emergency shudders have now risen
from in front of the Blood Thawing Room and the room where you saw the
woman being attacked by the swarm of mutated insects(Medical Room). Enter
the Medical Roomo, where you saw the woman(at the end of the inner hall,
near the door to the outer hallway), and after disposing of the insects,
climb onto the table where she is and talk to her. The woman recommends
that you try finding Dr. Jacob in his private lab on the second
underground floor, as he may be able to help Eliot return to normal.
After speaking to the woman, return back downstairs and start to proceed
through the door at the end of the small hallway. Just before you reach
the door, Eliot mutates further. After this unfortunate turn of events,
continue through the door(watch out for the mutated dog creature), and
from there, proceed through the following door directly ahead of you. You
will now be in the Sterilization Shower Room, but upon trying to pass
through it, you will find that the sterilization shower is not working.
Since the next area will not allow you entry until after you've had a
sterilization shower, you must now repair it if you're going to go any
further. Go back through the door you just came through, but instead of
returning through the next door, to the small hallway, follow the hall
that leads around to the side, and comes to two more rooms, the Shower
Operation Room and the Bombe Castdy Room. Enter the Bombe Castdy Room,
and push the sterilization cylinder into the empty slot in the machinery
that is also in the room. Once the cylinder is in place, leave this room
and enter the Shower Operation Room next door. Once in the Shower
Operation Room(note, there is free water for you to drink in the cups 
on the small table. This water refills your health slightly with each
cup that you drink), inspect the terminal on the far wall, and you will
then be asked if you would like to engage the sterilizing shower
system(yes/no). After choosing yes, the shower system will then become
operational. Return to the Sterilization Shower Room, and after going
through the sterilization process, continue through the door at the end
of it. In the next hall, watch out for the humanoid and mutated bird
creature as you make your way through it to the next room. Once through
the door, you will be in the R-305 Room. Here you will see numerous tanks
filled with R-305 fluid, mounted on the wall, low in the room. Instead of
going down the ramp towards the tanks, enter the door right next to you.
This leads to another hallway(watch out for the humanoid creature). This
hallway leads to the Valve Room(the door on the side, towards the end of
the hall), and also to another hall(the door at the very end of the
hallway). Since you don't yet have the information necessary to properly
make use of the Valve Room, proceed through the door at the end of the
hall to come to the next hall. In this new hall, you will find a locked
door at the end nearest you, a save room on the far end on the right(the
save room contains, four vending machines, a KISS Saving System terminal,
and a map download terminal encompassing levels B1, B2, BM2 and B3 of
the lab), the rear door to the R-305 Room at the end to the left, and
finally, the Elevator Room to the lower levels of the lab(at the end of
the hall, around the corner to the right). After using the save room(if
necessary), enter the Elevator Room and make your way into the elevator
chamber itself, which is loacted in the rear of the upper section of the
room. The elevator has a scanner which performs a blood check on it's
occupants upon entering it(the elevator), and Eliot, in his current
condition, fails the test. Due to the fact that the Dinosite cell(what
the mutating cell is named) is now present in Eliot's DNA, the elevator
will not take them to level B3. Instead, it re-opens, and lets them back
out in the Elevator Room of level B1, where they entered from. Since you
cannot use the elevator, begin to make your way out of the room, and 
back out into the hall. Just as you near the door, Eliot, seemingly in
excruciating pain, mutates further. Upon attempting to pass through the
door, you are informed that due to Eliot's current state, the two of you
will now be isolated in the Elevator Room. With the door, and elevator
now ruled out as possible means of escaping the room, return to the 
rear of the room and inspect the heating pipe that is running up the 
wall(using Eliot). Due to Eliot's new form, he now has the ability to
climb the facility's heating pipes. After climbing the pipe in the 
Elevator Room, Eliot stops in the Exhaust Room. From there, continue to
climb across the pipe that runs through the ceiling, across the next
hallway(note, you must press the inspect button to enter the next area
while climbing on the pipes), through the Blood Thawing, Medical(where
you spoke to the woman), and Observatory Rooms, until you are back out
in the outer hallway. Next, climb downward on the pipes, and you will
find yourself in the hall outside the Elevator Room on level B1 of the
lab. Now that you've escaped the Elevator Room, climb the set of pipes
that are located next to the ones that you just climbed down from(climb
the pipes that are closer to the R-305 Room). Follow them to their
ending, and you will emerge in Experimention Room Number Three. Inside
this room are three mutated caterpillars. Destroy them and get the
frozen blood pack from the freezer on the other side of the large stasis
tube. Once you have the frozen blood in your possession, proceed to the
Blood Thawing Room on level 1F(across from the Exhaust Room) by climbing
the pipes and/or walking through the hallways. Inside the Blood Thawing
Room(watch out for the humanoid creature), thaw the frozen blood by
putting it in the defrosting device and turning it on(the device is
located just to the right of the rack of test tubes on the lower counter.
To use the device, choose yes when you are asked if you'd like to place
some blood into it, yes/no). After using the device, you take possession
of the thawing blood pack. After receiving the thawing blood, make your
way back into the Elevator Room by way of the pipes(the pipe leading
downwards inside the Exhaust Room), and then enter the elevator chamber
itself. Due to your having the normal, thawing blood pack, the scanner
mistakenly thinks that you are o.k. to use the elevator(note, the door to
the Elevator Room also unlocks). With that, you are sent to level B2 of
the lab(watch out for the humanoid creature upon your arrival). Once you
step out of the elevator on level B2, you will be in a short hallway
containing three doors, along with the elevator you have just exited
from. The first door(large blue door) leads to the Botanical Division,
the second door leads to Experimentation Room Number Four, and the third
door(room at the end of the hall) leads to Experimentation Room Number
Five(the kennel). Enter the door to Experimentation Room Number Four,
and you will see that it is Dr. Jacob's private labroom. Upon rounding
the corner in the labroom, you come face to face with Dr. Jacob, only
he's not entirely human any longer. After yelling out, "R-305", Dr. Jacob
completes the mutation into the hideous creature that he was becoming,
and attacks you. Upon defeating Dr. Jacob, you are given the Jacob Safe
Key. Walk to the rear of Dr. Jacob's labroom, and use the safe key to
open the safe that is on the small stand. Inside you will find Jacob's
Disc, and the Jacob Key. After receiving the two items, inspect the small
chart on the stand next to the safe. You will insert the disc into it to
learn that the final metamorphosis that occurs when a human has been 
exposed to the Dinosite cell, can be delayed if treated with R-305. The
metamorphosis can also be reversed if innoculated with something known
as A-Vect. Once you've discovered this information, attempt to leave Dr.
Jacob's labroom. Upon approaching the door, Eliot goes through another
mutation. After this mutation, you will have thirty minutes before Eliot
goes through the final, irreversable mutation(a timer then appears in the
top right corner of the screen), and if that happens, Dogs tells you that
he'll kill you himself(note, if you do not cure Eliot before the final
mutation, he will die). 


                             Chapter Nineteen
                             Finding The Cure
                             

    Remembering what you just found out by using the disc, in order to
buy Eliot some extra time, return to the Valve Room on level B1. Once
you are there, inspect the terminal at the rear of the room, and you 
will be asked if you'd like to activate the R-305 Alch Tank Stream 
System(yes/no). After answering yes, the tanks of R-305 in the nearby
R-305 Room, are allowed to drain onto the floor, making the bottom of
the room a small pool of the chemical. Once this has been done, leave the
Valve Room and make your way to the R-305 Room(door at the opposite end
of the hall from the Valve Room). In the R-305 Room, dive into the pool
of chemicals. This will extend the period of time Eliot has left before
he undergoes the final mutation by thirty minutes. After extending the
countdown, return via the elevator to level B2, and from there, enter the
Botanical Area(large blue door). Inside the Botanical Area, you will find
an environment setup like a small woodland area, complete with trees,
bushes and a small pond. As you make your way to the door located at the
rear righthand side of the room, Eliot will stop to do something... 
After this, you will be attacked by a large dinosaur type creature(note,
to avoid these two things, Eliot's stopping and the large dinosaur, cross
the room by staying as close to the right wall as possible, as theese two
things are triggered by going towards the center of the room. Once you
reach the rear righthand door, use the Jacob Key that you received from
Dr. Jacob's safe, to unlock and enter it(the door). In the following
hall, you will pass two locked doors, the first being the New Drug
Storage Room, and the second being the Elevator Room to level B3. At the
end of the hall, you receive a call on your Audio-Visual Unit from
Janine, who gets quite a shock upon seeing Eliot. Next, enter the Aquatic
Life Experimentation Room at the end of the hall. Inside, you will see a
giant fish tank along one wall, a switch on the wall opposite the tank,
and a ladder at the rear of the room. Inspect the switch to be asked if
you would like to open the airlock gate to the ventilation/heating 
shaft(yes/no). After answering yes, and thereby opening the small gate
high up on the wall, climb the ladder at the rear of the room to enter
level BM2 of the lab. Here you will find the open top to the fish tank.
Dive into the fish tank and retrieve the Mining Place Key, which is
sitting underwater at the bottom right of the tank(watch out for the
fish if you haven't killed them). After getting the Mining Place Key
from the tank, return to Dr. Jacob's private labroom(Experimentation
Room Number Four). Once inside Dr. Jacob's labroom, climb the heating
pipe that is in the room, and follow it to it's end in the locked
Elevator Room that leads to level B3(the room next to the New Medicine
Storage Room. Note, you can unlock the door by trying it from the 
inside). Once inside the room, enter the elevator in the small caged
section at the rear of the room, to be taken to level B3 of the lab. On
level B3, make your way across the narrow winding walkway, to the rear
door. Pass through the following storage room, and then once again begin
making your way across the narrow walkway that you come to. About 
halfway across the walkway, you will come to a heating pipe. Have Eliot
climb the pipe, and follow it into the room blocked by the rock that you
just passed(note, this is optional, and should only be done if you feel
you have enough time left on the countdown timer). Inside this room, you
will find the Power Mixer(a hand weapon for Eliot) next to a body on the
floor. After picking up the Power Mixer, proceed up the stairs at the
back of this small room. The stairs lead to the back hall of level B1.
Here you will be able to open the two doors that upon checking them from
their opposite sides, were locked. The two doors lead to the following 
areas, the base of the stairs leading to level 1F(this was the locked
door next to Experimentation Room Number Three), and the far end of the
hall where the save room is. After unlocking the two doors(note, the 
heating pipe in this room leads to the R-305 Room), return to level B3
by way of the back hall stairs. Once there, make your way back to the 
narrow walkway, and proceed to the door at the far end of it. Upon
approaching the door, Janine calls via the Audio-Visual Unit. After
Dogs attempts to fill her in with information on what's happening, use
the Mining Place Key to enter the door to begin an encounter with a
large blob(note, a good strategy for defeating this boss is to use Dogs,
and have him fire his Rail Gun in quick even bursts from the very 
entrance of the room. If you don't move forward upon entering the room,
you should have enough time to kill the blob with the Rail Gun, before
the small blob offspring that emerge from the larger blob can reach you.
Also, once the blob starts swinging like a pendulum from the ceiling,
you will be clear of it's arc, thus avoiding it's spiked tip. After
defeating the blob, you are given the key to the New Drug Storage Room.
Upon receiving the key, return to the New Drug Storage Room on level
B2(the room next to the Elevator Room containing the elevator that runs
between levels B2 and B3), and use it(the key) to unlock and enter the
room. Next, have Eliot access the terminal at the rear lefthand corner
of the room(the right side of the terminal). Once accessed, you will be
asked if you would like to use the A-Vect(yes/no). After answering yes,
Eliot uses the A-Vect. Luckily, all goes well, and the A-Vect returns 
Eliot to human form. Once Eliot is back to normal, proceed to the
kennel(Experimentation Room Number Five) on level B2(the room at the end
of the hall, next to Dr. Jacob's private labroom. Be careful, as there
are two mutated dog creatures as well as a humanoid here). Inside the
kennel, you will find a Hassy Long and a Hamburger in the first cell, 
and if you approach the third cell, then inspect the still normal dog
inside it, you will receive the Clone Room Card Key. After you've
received the Clone Room Card Key, leave the kennel(Experimentation Room
Number Five), and make your way to the Clone Room(the room that the
locked door in the Watchroom on level 1F of the lab leads to. Note, if
you stop at the Observatory Room, you can use the Jacob Disc at the
terminal at the rear of the room to learn more about Dinosite). Once
inside the Clone Room, proceed towards the stairs at the left side of
the observation tank. Upon nearing the stairs, Eliot and Dogs notice the
creature in the tank. They wonder what Kimra Tech is doing with such
atrocities. Climb the stairs, then cross the walkway that leads over the
tank the creature is in. Once across, walk down the stairs that lead 
back towards the front of the room. Here you will find another dead
creature, this one, much smaller than the one in the tank. Inspect the
smaller creature's body to find the Gigadent Disc, and a Kimra I.D. Card
belonging to Dr. Kimura. After obtaining these two items, return back up
the stairs and cross back over the walkway to the left side of the room.
>From there, walk down the steps leading to the rear of the room. At the
base of the stairs, you will find a lock terminal next to another door.
Use Dr. Kimura's I.D. Card to unlock and enter the door. 


                             Chapter Twenty
                                Gigadent


    You will now be outside the lab, in a fenced off area. Two doors are
in this area, besides the one you just left the Clone Room from, they
are, the door leading to the Gigadent section of the island(straight 
ahead), and the door leading to the Wave Tower(locked, to the right).
Proceed to the door across from you, and enter it. You are now at the
start of the long descending corridor that leads to what the research
scientists call, "Gigadent". The area where both the first, and recent
meteors struck down upon the Earth. Make your way down the descending
corridor(note, you can jump instead of climbing down the ladders that you
come to, without taking any damage upon landing), passing through the
various gates you come to on your journey, until you reach the Gigadent
control room(Fossil Home, note, there will be many enemies to face on
your way to the control room). Once inside the control room, access the
terminal at the front lefthand side of the room. Upon doing this, you
will be shown a computer simulation of the blue lit unknown object
crashing into the Gigadent, and stopping at emergency shudder number
five. A network error then occurs, and the terminal shuts you off from
receiving any further information. At this point, leave the terminal and
inspect the observation window(marked, "Check Window Partition Number
Five") at the rear of the control room. From this window, you will be
able to see the blue lit meteor itself. Eliot believes it somehow ties in
with Nephilim, while Dogs believes that the meteor is trying to get to
something on the other side of the remaining three emergency shudders.
Dogs then suggests that you return to the Brain Department control room,
and show Janine the Gigadent Disc, as she may be able to determine
something by looking at it.


                             Chapter Twenty One
                         Where'd that come from ???


    Your new task is to return to the Brain Department control room and
give the Gigadent Disc to Janine. Begin by leaving the Gigadent, and
making your way back to the Kimra lab. Upon leaving the lab(Eliot and
Dogs change back into their normal clothes as soon as you reach the
reception area), a large explosion is heard, accompanied by a feroious
rumbling. Outside, you find that you cannot use the jeep to return to the
Brain Department, so begin the long walk down the lower Run Road to find
out why. All too soon you see the consequences of the explosion that you
heard while leaving the lab. An immense hole has been blown into the
ground, just below where the fuel tank was, leaving only exposed pipes to
climb across, in your attempt to return to the Brain Department. Very
carefully, navigate your way back to the Brain Department by walking
across the exposed pipes(note, there are many useful items on the various
pipes if you'd like to try your luck at retrieving them. Also, some pipes
are higher than others, while others are lower than ground level. Due to
this, you may need to use the inspect button to climb up or down onto
some of the pipes). Upon crossing the two blown out sections(sections A4
and B2) via the exposed pipeworks, proceed to the jeep hangar area of
section A3, and then from there, make your way back inside the Brain
Department and then to the control room. Once back, Janine lets you know
that she was able to access the Gigadent data while you were looking at
it on the Gigadent control room's terminal. It seems both Dogs and Eliot
were correct in their guesses, apparently the blue meteor is part of
Nephilim, and it wants to get through the remaining emergency shudders to
attempt to destroy something buried deep beneath the center of the
island. Upon accessing another file, Janine finds out that the original
meteor that wiped out the dinosaurs, was actually an egg containing a
creature code named Jascony. It arrived on Earth sixty-five million years
ago, and as of eighteen years ago, in two thousand A.D., it began to
hatch(Eliot figures this out by the fact that a large earthquake happened
in two thousand A.D.). Eliot then decides that you must now drop the
Nephilim meteor onto the egg, but unfortunately he doesn't know the exact
specifics of doing such a thing. Janine has an idea. She gives Eliot her
I.D. Card and tells him to go to her apartment in town(second floor, room
201), and get her rifle. All will be explained when you return with the
gun.


                             Chapter Twenty Two
                           Anything Good Playing?

    At this point, leave the control room and proceed towards the Hello
Market area of Labo Town. Once in Labo Town(after emerging from the first
corridor), instead of taking a right towards the Hello Market, take a
left and proceed into the next corridor. This new corridor(watch out for
the tenticle) leads to the locked gate to Dino Hillton Street. Use the
I.D. Card that Janine gave you(Janine's I.D. Card) in the lock terminal
to the side of the gate to open it. Once open(watch out for the two
mutated dog creatures), pass through the gate, and proceed down the 
narrow street(Dino Hillton Street) on the other side of it. Once at the
end of the open area of the street, you will enter a small passage with
many billboards leaning over inside it. Inside this narrow passage you
will find a large blob. Either defeat, or run past the blob, as you make
your way to the opposite end of the passage. Upon emerging from the
passage, you will be at the far end of Dino Hillton Street, named for the
Dino Hillton Hotel that is just to your right(Eliot's). Along with the
Dino Hillton Hotel, there is also a cinema(the Dino Hillton Cinemax
Theatre), and a rather unfriendly looking mutated bull. The bull will
repeatedly charge at you unless you kill it, so take it out as soon as
possible. After disposing of the bull, use the orange vending machine a
short distance to the right from the cinema's entrance, to purchase a
ticket to the next showing of Love Target, the film currently being shown
at the cinema. After purchasing the ticket, inspect the lock type
terminal next to the cinema's entrance. The terminal will detect your
ticket, and allow you to enter the cinema(note, there is an alley you can
check behind the cinema, but it goes nowhere. Also, you can enter the
lobby of the Dino Hillton Hotel, and access the save room, which
contains, a KISS Saving System terminal, as well as a map download
terminal encompassing the basement, first two floors, and roof of the
Dino Hillton Hotel complex. You can also reach the back hall stairs of
the hotel, where there is a Rail Gun Magazine for Dogs hidden behind some
boxes, but watchout for the two humanoids, catapillar and birds that
you'll face along the way). Once in the lobby of the cinema, enter the
rear lefthand door(note, the door at the right, near the refreshment
stand, leads to the lobby of the Dino Hillton Hotel, and can be unlocked
by opening it from this, the cinema's side). You will now be in the
stairwell leading to both, the Screening Room, and the Projection
Room(watch out for the two hanging wasps on the ceiling). Since the
Projection Room has nothing useful, cross the stairwell and enter the
Screening Room(top of the stairs). Inside the Screening Room, you will
come under attack by a large spiked dinosaur creature. Upon defeating the
dinosaur creature, you will receive the Emergency Stair Key for the
switch at the rear of the Screening Room of the cinema. After receiving
the Emergency Stair Key, use it at the switch on the wall behind the torn
screen(center of wall, next to boxes, you will be asked if you wish to
use the key, yes/no) to open the hidden staircase that leads inside the
Dino Hillton Hotel. Once the staircase is open, descend them(they are
located in front of the torn screen) to gain entrance to the basement of
the Dino Hillton Hotel. In the basement passage, you will find a
Hamburger and a Rail Gun Magazine on a body lying on he floor. After
picking up the items(if necessary), proceed to the ladder at the far end
of the passage, and climb it to reach the first floor of the hotel.


                             Chapter Twenty Three
                          All This And No Condo Fees

    On the first floor, make your way through the halls(watch out for the
hanging wasps, humanoids and numerous other creatures), past the
Christmas Party Room and Nick's Apartment(note, there are two items, a
Hassy Long and an Acid Gun Tank, at the end of the hallway that runs past
Nick's Apartment), until you reach the balcony above the lobby of the
hotel. Once there, proceed straight across the balcony, and enter the
door on the opposite side. This will lead you to a small hallway, at the
end of which is Janine's Apartment. Upon trying Janine's I.D. Card in the
lock terminal next to the door, you will hear a voice recording made by
two of her neighbors, John and Nick. It seems they are throwing a
Christmas party in the room next to the ladder you climbed from the
basement, and to assure themselves that Janine would come to it, they
fixed it so her I.D. Card wouldn't open her apartment's door. Since
Janine's Apartment is locked, you have no choice but to make an
appearance at the party. At this point, make your way back to the
Christmas Party Room(the room next to the ladder leading from the hotel's
basement). Use Janine's I.D. Card in the lock terminal to unlock and
enter the party room(watch out for the giant caterpillar and humanoid).
Inside the party room you will find, a Rail Gun Magazine on the body near
the exit door, two Bazooka Magazines in front of the fireplace, and
Nick's I.D. Card Key hidden in the lamp at the rear lefthand corner of
the room(this you must climb on top of the lamp to get). Once you have
collected all of the items, exit the room by the door on the lefthand
wall(across from the fireplace). You will emerge in a short hallway. Pass
through the hall(watch out for the dragonfly), and enter the kitchen,
which is across and slightly to the right once you are in the next hall.
Inside the kitchen, pick up the Hamburger and John's I.D. Card Key that
are on the floor behind the food cart at the left side of the room. Once
you have the items, leave the kitchen and make your way to John's
Apartment, which is located at the far end of the hallway outside of the
kitchen. Once there, use John's I.D. Card Key in the lock terminal to
unlock the door, then enter the room. There are two items in John's
Apartment, a Hassy Long on the bed, and the Living Room Key on top of
the "Danger Flamable" worker standee next to the door(note, you must
climb on top of the pile of tires to reach the key). After you've
obtained the two items, leave John's Apartment and return to the
Christmas Party Room, then from there, make your way to Nick's Apartment,
which is located in the hall following the one outside the front door to
the party room.  Use Nick's Card Key to unlock and enter his apartment,
then once inside, pick up the Party Memo and the Water Gun(found under
the pillow on Nick's bed). Once you have these two items, leave Nick's
Apartment, and return to the balcony above the hotel lobby(located a few
halls away from Nick's Apartment). At the balcony, instead of going
straight across, towards Janine's Apartment, enter the door at the
opposite end of the side you are currently on(same wall, go to the right,
towards the broken bay window). Upon passing through this door, you will
be attacked by a humanoid and several mutated bird creatures, so have a
large weapon handy. After defeating these creatures, enter the Living
Room(a short distance down the hall) by way of the Living Room Key you
found in John's Apartment. At the rear righthand side of the Living Room,
is an open dor that leads into the bathroom. Walk into the bathroom and
fill the Water Gun by inspecting the full bathtub(you'll be asked if
you'd like to fill the Water Gun, yes/no. Choose yes). Once you've filled
the Water Gun, walk back into the Living Room and use the Water Gun to
douse the flames in the fireplace(to do this, inspect the fireplace after
you've filled the Water Gun). Once the flames have been put out, you
notice a ladder hidden at the rear of the fireplace. Climb the
ladder(you'd think the rungs would be hot, having had a raging fire
blazing around them for so long, but miraculously they're not) to reach
the roof of the hotel(watch out for birds), then from there(note, you
could also have doused the flames in the fireplace that is in the
Christmas Party Room, as there was also a ladder leading to the roof
there), make your way to the ladder at the end of the walkway you emerged
on(the ladder to the right, towards the camera, as the one at the far end
leads to the party room). Once at the ladder(looks like a ladder encased
in a steel box), climb down it to enter Janine's Apartment. Upon taking a
step into Janine's Apartment, Dogs and Eliot notice a picture on Janine's
bureau. It's a picture of Janine King, Dogs' ex-wife, holding a baby.
Janine is Dogs' daughter... The plot thickens. After finding out that
interesting bit of information(as if you hadn't already), pick up the
Rifle case(containing Janine's Rifle) on the floor on the side of
Janine's bed. Once you are in possession of he Rifle(case), leave
Janine's Apartment(note, the door at the foot of the bed leads to the
back hall stairs, which come out at the lobby of the hotel. Use them to
get out of the hotel a lot easier), and the hotel, and make your way back
to the Brain Department control room. There you can give Janine her
Rifle, as well as hear her plan for stopping the egg from hatching.


                             Chapter Twenty Four
                                Janine's Plan


    Upon returning to the control room, Janine notices the smokey smell
on you and Dogs from your trip up the fireplace ladders. Eliot then 
goes to the Nap Room to give Dogs and Janine some time alone, now that
the secret is out about who Janine's father is. Once Eliot returns to 
the control room, Janine explains her plan. Apparently there is a pump
run by hydraulic power, that controls the three remaining emergency
shudders that Nephilim's meteor needs to pass by to get to the egg.
Janine thinks that from the top of Wave Tower, she can get off enough
shots from her Rifle to destroy the pump, thereby knocking out the 
pressure holding the emergency shudders shut, thus causing them to open.


                             Chapter Twenty Five
                       Quality Time(But Not For Eliot)


    Your task now is to get to the top of the Wave Tower, so that Janine
can destroy the pump in question. At this pont, leave the control room
by the South entrance, then follow the corridor to the now unlocked
doorway straight ahead. Proceed through the doorway, and you will be in
the Waterpipe Access Room. In this room, you will find a map download
terminal that encompasses the waterpipe. After downloading the map,
continue through the door at the top of the stairs at the rear of the
room. Once through the door, you find that the capsule you need to use to
travel down the water filled pipe, can hold only two occupants. Since 
Dogs can't swim, and Janine's leg is injured, Eliot elects them to be the
ones to use the capsule, and he will instead swim along behind. He tells
them that when they reach the tower, not to wait for him, but rather to
begin their attempt at knocking out the pump so that Nephilim can destroy
the egg before it's too late. At this point, hop into the water and begin
your long swim down the pipe(note, along the way, there will be various
ammunitions to find beneath the water). Upon reaching the end of the 
pipe, you find that Dogs and Janine have already arrived, and have begun
their ascent up the Wave Tower. Unfortunately, as you begin to leave the
waterpipe, you get a call on the Audio-Visual Unit from Janine, who tells
you that Dogs and her are stuck in the elevator, about halfway to the top
of the tower. She tells you that there's ans elevator control box on the
roof of the tower, and by using it, you can fix this small problem. After
hearing her out, you tell her that you'll climb the Wave Tower and see if
you can get the elevator working. At this point, proceed through the
following room to arrive at the Wave Tower.


                             Chapter Twenty Six
                         Does Whatever A Spider Can


    To the Left of the Wave Tower, you will find a map download terminal
encompassing all floors of the Wave Tower, as well as the nearby passage
leading towards the Kimra lab(Underway Tunnel), two vending machines,
and a KISS Saving System terminal. After using the KISS Saving System
terminal(if necessary), begin your climb up the Wave Tower by using the
ladder behind it. Once on the second floor, cross the girders(either by
going straight across, or by weaving in and out of the sidewalls of the
tower) to reach the ladder to the next level. Once there, repeat this
process until you are on the sixth level of the tower(note, there are
many items to find along the way). There you will have to run across two
sections(together) of girder, that shortly after being walked on, will
break off and fall to the ground. To cross this seemingly difficult
bridge of girders, remember that as long as you hold the controller in
the same direction, and don't let go, your character will continue
running straight, even if the camera angle changes. So line yourself up
facing straight at thegirders, and as long as you don't try to adjust
the controller direction when the angle changes, you'll be able to run
straight across to the opposite side(note, if you fall, and are saved by
the lifooker, return to level five of the tower to reset the girders).
Once on the other side, climb the ladder to reach the roof of the Wave
Tower. On the roof of the tower, climb one of the two ladders leading to
the control panel for the elevator. Along with the control panel, you
will also find a KISS Saving System terminal on the walkway at the top
of the ladders. After using the KISS Saving System terminal(if
necessary), inspect the elevator control panel(at the far right of the
walkway, sign above it reads, "Power") to be asked if you would like to
press the button to reactivate the elevator(yes/no). After reactivating
the elevator, climb(or jump) back down to the roof level, and you will
find Dogs and Janine already setting up at the edge of the tower
overlooking the Gigadent. 


                             Chapter Twenty Seven
                           Wham, Bam, Thank You Mam


    Upon approaching Janine and Dogs, two humanoid creatures break out of
the elevator and begin to advance towards your characters. Janine tells
you that she needs three minutes to setup her Rifle, then another
forty-five seconds to fire three shots at the water pump, hopefully
destroying it, and allowing Nephilim to get to the egg. Your task is now
to hold off the two creatures for three minutes and forty-five seconds,
so that Janine can do what needs to be done(note, Janine now has a life
bar, and you must keep her alive for three minutes and forty-five
seconds. A timer appears in the upper right corner of the screen. A good
method for holding the creatures at bay, is to use Dogs, equipped with
either his Gatling Gun, preferably, or his Rail Gun. Position Dogs so
that he is directly in front of Janine, then when a creature comes into
view, just fire off a round. Both of these weapons will knock down a
creature in one hit, and since Dogs is in front of Janine, he will also
be centered between the two creatures, therefore he will aim at each
automatically when they come into range. After this task, you will face
the final boss of the game, so if anyone is injured, or has an
inappropriate weapon equipped, at the thirty seconds remaining mark,
since Janine can last longer than that without protection, walk towards
the elevator and use healing items to refill your characters' health back
to full, as well as re-equipping them). After the three minutes and
forty-five seconds are up, Eliot and Dogs toss the two creatures of the
side of the tower, and Janine fires off three rounds at the water pump.
As planned, the last shot damages the pump enough so that it shuts down,
releasing the pressure that was holding the remaining three emergency
shudders in place. Without the pressure from the water pump, the
emergency shudders release, and Nephilim drops down to the egg buried
deep underground. Unfortunately, Nephilim was too late, and the egg
hatches, after which a giant dinosaur creature(Jascony) climbs from
deep within the Gigadent, to the surface. Nephilim then takes the form
of a giant beast herself, and a ferocious battle ensues between the two.


                             Chapter Twenty Eight
                                All Or Nothing


    The battle rocks the tower so bad, that your characters fear for
their lives as they make their way down from it(the tower), and attempt
to escape by running through the Underway Tunnel that leads to the open
area between the Gigadent and the Kimra lab. Once in the open area, your
characters realize that Nephilim wasn't successful, as a giant mutated
dinosaur creature(Jascony) crashes through the outer lab wall, and
begins it's attack on them. A good strategy for this battle, is to use
Dogs first, equipped with the Super Bazooka. After each shot from the
weapon, run to the side, alternating with side you run towards each time.
Don't go near his feet, as you can be stepped on. When Dogs is either out
of ammunition, or near death(note, you cannot be injured while eating a
Hamburger, unless you are struck before it reaches your mouth), change
to Eliot, also equipped with his bazooka, and use the same pattern you
used with Dogs. After the dinosaur creature(Jascony) has lost 
approximately half it's health, he stomps the ground beneath his feet
so hard that it cracks open, sending his falling chest deep into the
newly created chasm. Continue your assault on him, as even though he is
now no longer mobile, he will still attack you just as much as before.
Upon defeating the creature(Jascony), Nephilim returns and disposes of
it(Jascony) completely, before leaving herself. After the game's credits
finish rolling, you are shown an interesting cinema that very nicely sets
up a sequel. After this, the game shows you the total time that it took
you to play through the game(Clear Time), and then allows you to setup a
cleared game save file(highlighted in yellow, instead of the normal red).



                                 The End


------------------------------------------------------------------------
Section 4, The Lists:
------------------------------------------------------------------------


Healing Items Listing:

  Hassy Short:                   Restores a small amount of health
  Hassy Long:                    Restores a medium amount of health
  Sandwiches:                    Restores a medium amount of health
  Hot Dog:                       Restores a large amount of health
  Hamburger:                     Restores a large amount of health
  Sushi Plate:                   Increases length of health meter, small
  Pasta Plate:                   Increases length of health meter, medium
  Steak Plate:                   Increases length of health meter, large
  Free Water:                    Restores a very small amount of health


Card/Key Listing:

  Eliot's Bank Card:             Allows Eliot to withdraw funds from bank
  C01 Gate Card Key:             Opens C01 Gate
  C02 Gate Card Key:             Opens C02 Gate
  C02 Room Card Key:             Opens C02 Room
  Kimra Visitor I.D. Card:       Opens the gate to the Slope Shuttle Port
  Labo Town Pass Card:           Opens the gate to Labo Town
  Hello Market Card Key:         Opens the Hello Market
  Kimra Bank Card:               Allows Eliot to withdraw funds from bank
  Rental Video Shop Card:        Opens the video section of Hello Market
  Safe Key:                      Opens safe in Staff Room of Hello Market
  Gun Shop Card Key:             Opens Gun Shop of Hello Market
  First Warehouse Card Key:      Opens Storehouse 01 of Hello Market
  Freezer Room Card Key:         Opens freezer section of Hello Market
  Hot Room Card Key:             Opens Hot Room in freezer section
  Operation Room Card Key:       Opens Operation Room in freezer section
  Machine Room Card Key:         Opens Machine Room in freezer section
  Invert Key:                    Starts quick heat system in Control Room
  Control Room Card Key:         Opens Control Room in freezer section
  Meat Room Card Key:            Opens Meat Room in freezer section
  Chris' Drivers License:        Contains password needed for computer
  Chris' I.D. Card:              Access various locations/terminals
  Fisher's Key:                  Opens Fishing Place Tackle Shop
  Fishing Place Key:             Opens the door to the Fisherman's Pier
  Yucatan Bank Card:             Allows Eliot to withdraw funds from bank
  Permission Card Key:           Allows access to the fuel tank
  Stock Room Card Key:           Opens 2nd Cable Warehouse, Power Plant
  Bermud Bank Card:              Allows Eliot to withdraw funds from bank
  Condenser Room Card Key:       Opens the Condenser Room in Power Plant
  Omega Key:                     Opens the Omega Club in Mid Area 
  Plant Area Card Key:           Opens door on level 3F of Power Plant
  Jeep Key:                      Allows use of Jeep to reach lab
  Relax Room Key:                Opens the Relax Room in lab 
  Laboratory Observatory         Opens the Laboratory Observation 
    Room Card Key:                 Room in lab
  Exhaust Room Key:              Opens Exhaust Room in lab
  Jacob's Safe Key:              Opens Dr. Jacob's safe in private lab
  Jacob's Key:                   Opens rear door in Botanical area, lab
  Mining Place Key:              Opens door on Level B3 of lab
  New Drug Storage Key:          Opens New Drug Storage Room in lab
  Clone Room Card Key:           Opens Clone Room in lab
  Dr. Kimura's I.D. Card Key:    Opens rear door in Clone Room, lab
  Janine's I.D. Card Key:        Opens Apartment area 
  Emergency Stair Key:           Opens hidden staircase in cinema
  Nick's I.D. Card Key:          Opens Nick's apartment in Hillton Hotel
  John's I.D.Card Key:           Opens John's apartment in Hillton Hotel
  Living Room Key:               Opens Living Room in Hillton Hotel


Weapons Listing:

  Handgun:                 Kimra Arms Gavial MK-3
                           Fires one shot, Can be used underwater.
                           Magazine Ammunition, Long Range, Eliot

  Shotgun:                 Masson M7700 AS3B
                           Fires three shots at once
                           Magazine Ammunition, Long Range, Eliot

  Acid Gun:                Capsule Launcher
                           Fires Acid Tank
                           Tank Ammunition, Long Range, Eliot

  Napalm Launcher(Gun):    ANBL80 Hellfire
                           Fires Napalm Grenade
                           Magazine Ammunition, Long Range, Eliot

  Laser Gun:               Kimtech Tek-Maser
                           Fires Laser Beam, Constant if held, Rotatable 
                           Battery Ammunition, Long Range, Eliot

  Plasma Gun:              Kimtech P8 Plasmad
                           Fires ball of Plasma Energy
                           Battery Ammunition, Long Range, Eliot

  Bazooka:                 80 Millimeter M26A2 Salamander
                           Fires Bazooka Shell
                           Magazine Ammunition, Long Range, Eliot

  Ray Gun:                 Kimtech Ray-Force
                           Fires four Homing Lasers at once
                           Battery Ammunition, Long Range, Eliot

  Bat:                     Metal Bat
                           Four swing combo, Short Range, Eliot

  Axe:                     Emergency Axe
                           Four swing combo, Short Range, Eliot

  Stun Rod:                Kimtech Ele-Shock
                           Four swing combo, Short Range, Eliot

  Iron Fist:               Iron Fist KIF-4500E
                           Three punch combo, Short Range, Eliot

  Ray Sword:               Kimtech Ray-Zard
                           Three swing combo, Short Range, Eliot

  Power Mixer:             Power Mixer PM24
                           One long lunge, Short Range, Eliot

  Super Bazooka:           120 Millimeter M78 Dragoon
                           Fires Bazooka Shell
                           Magazine Ammunition, Long Range, Dogs

  Karate T-Shirt:          Karate T-shirt
                           Causes Dogs to use various Karate attacks
                           Short Range, Dogs

  Big Bowgun:              Super Bow Manta-Ray
                           Fires Arrow Bolts
                           Magazine Ammunition, Long Range, Dogs

  Sumo T-Shirt:            Sumo T-Shirt
                           Causes Dogs to use Sumo Palm Smacks
                           Short Range, Dogs

  Rail Gun:                Kimtech Hurricane
                           Fires Explosion Charge
                           Magazine Ammunition, Long Range, Dogs

  Wrestle T-Shirt:         Wrestling T-Shirt
                           Causes Dogs to perform a running charge
                           Short Range, Dogs

  Gatling Gun:             7.6 Millimeter MG91 Gatlinger
                           Rapid fires a steady stream of bullets
                           Magazine Ammunition, Long Range, Dogs

  Jumbo Club:              Jumbo Club
                           One slow, but mighty swing
                           Short Range, Dogs


Weapons Listing(by character):

  Eliot G. Ballade:                         Dogs Bower:

    Handgun                                   Super Bazooka
    Shotgun                                   Karate T-Shirt
    Acid Gun                                  Big Bowgun
    Napalm Launcher(Gun)                      Sumo T-Shirt
    Laser Gun                                 Rail Gun
    Plasma Gun                                Wrestle T-Shirt
    Bazooka                                   Gatling Gun
    Ray Gun                                   Jumbo Club
    Bat
    Emergency Axe
    Stun Rod
    Iron Fist
    Ray Sword
    Power Mixer


Ammunition Listing:

  Gavial Magazine:                  15 Bullets,    Handgun,        Eliot
  Masson Magazine:                  24 Shells,     Shotgun,        Eliot
  Acid Tank:                        10 Tanks,      Acid Gun,       Eliot
  Hellfire Magazine:                4 Shells,      Napalm Gun,     Eliot
  Kimtech Laser Battery:            100% Battery,  Laser Gun,      Eliot
  Kimtech Battery 8,000 Volts:      8 Shots,       Pulse Gun,      Eliot
  Salamander Magazine:              5 Shells,      Bazooka,        Eliot
  Kimtech Ray Battery:              10 Shots,      Ray Gun,        Eliot
  Dragoon Magazine:                 3 Shells,      Super Bazooka,  Dogs
  Arrow Magazine:                   8 Bolts,       Big Bowgun,     Dogs
  Kimtech Rail Battery:             15 Charges,    Rail Gun,       Dogs
  Gatlinger Magazine:               100 Bullets,   Gatling Gun,    Dogs


Miscellanious Items Listing:


  Working Shift Schedule:        Tells where Hello Market employees are 
  Pen Pen Sparky Stamp:          One of four Christmas Rally stamps
  Pen Pen Buck Stamp:            One of four Christmas Rally stamps
  Pen Pen Tina Stamp:            One of four Christmas Rally stamps
  Pen Pen Taco Stamp:            One of four Christmas Rally stamps
  Doxin:                         Medicine for Devlin's heart problem
  Electric Warmer:               Raises your body temperature
  Big Gary:                      Stuffed animal for Sandy
  Game Coin:                     Token used to play Jungle Hunter game
  20 Dollars:                    Money
  1,500 Dollars:                 Money
  Pirahna Kill:                  Used to kill pirahna
  Lifooker:                      Saves you from falling to your death
  Crank:                         Used to open door in Power Plant
  Electric Cable:                Used to repair circuit in Power Plant
  Insulation Gloves:             Used to repair circuit in Power Plant
  5,700 Dollars:                 Money
  6,000 Dollars:                 Money
  2,000 Dollars:                 Money
  3,300 Dollars:                 Money
  Laboratory Wear:               Used to enter germ free area of lab
  Santa Outfit:                  Used to enter germ free area of lab
  Oxygen Cylinder:               Used to enter gas filled area of lab
  Frozen Blood:                  Needed to trick elevator in lab
  Thawing Blood:                 Needed to trick elevator in lab
  Jacob's Disc:                  Contains information
  Gigadent Disc:                 Contains information
  Movie Ticket:                  Allows entrance to the Cinemax theatre
  Party Memo:                    Tells how to use the water gun
  Water Gun:                     Used for extinguishing fires
  Rifle:                         Used to destroy water pump


Items Location Listing:


Eliot's Bank Card:               Start the game with, code number 3532
Hassy Short:                     On opening pier, left by Dogs
C01 Gate Card Key:               On 2nd corpse in 1st corridor in C-Gate
Hassy Short:                     Next to gate C01
C02 Gate Card Key:               On body next to C02 Gate
C02 Room Card Key:               On roof of room next to C02 Gate
Handgun Magazine:                On roof of room next to C02 Gate
Handgun:                         In C02 Room
Kimra Visitor's I.D. Card:       In C02 Room
Arrow Magazine:                  On creature in corridor after C02 Gate
Arrow Magazine:                  On floor of save room, lower shuttle bay
Big Bowgun:                      Equipped on Dogs when he joins you
Napalm Launcher(gun):            In A-Shuttle
Karate T-Shirt:                  In Nap Room, West wing of Brain Center
Labo Town Pass Card:             Given to you by Janine in Brain Center
Handgun Magazine:                In corridor between market and freezer
Hello Market Card Key:           Next to safety wall, near freezer A
Hassy Long:                      On body in dead end hall of Stockyard
Arrow Magazine:                  In Storehouse 02 of stockyard, front
Arrow Magazine:                  In Storehouse 02 of stockyard, front
Hassy Long:                      In Storehouse 02 of stockyard, rear
Kimra Bank Card:                 In Storehouse 02 of stockyard, rear
Working Shift Schedule:          On table in Staff Room of Hello Market
Arrow Magazine:                  In food and drink area in Hello Market
Pen Pen Sparky Stamp:            In front section(Side A) of Hello Market
Pen Pen Buck Stamp:              In TV section of Hello Market
Hassy Long:                      In meat aisle of food and drink area
Handgun Magazine:                In meat aisle of food and drink area
Rental Video Shop Card:          In Adult Shop in Hello Market
Pen Pen Tina Stamp:              In Toy Shop in Hello Market
Pen Pen Taco Stamp:              In Rental Video Shop in Hello Market
Safe Key:                        Given to you by Roland in Specially Room
Doxin:                           In vending machine in Specially Room
Gun Shop Card Key:               On floor of Staff Room, next to Devlin
First Warehouse Card Key:        Given to you by Devlin, in Staff Room
Napalm Gun Magazine:             In Storehouse 01 of Stockyard
Napalm Gun Magazine:             In Storehouse 01 of Stockyard
Napalm Gun Magazine:             In Storehouse 01 of Stockyard
Shotgun:                         In Storehouse 01 of Stockyard
Shotgun Magazine:                In Storehouse 01 of Stockyard
Shotgun Magazine:                In Storehouse 01 of Stockyard
Freezer Room Card Key:           In safe in Staff Room of Hello Market
Electric Warmer:                 Hallway of Freezer A, near Machine Room
Hot Room Card Key:               Hallway of Freezer A, near HUU Units
Operation Room Card Key:         On body of Hot Room in Freezer A
Machine Room Card Key:           In Operation Room of Freezer A
Invert Key:                      In control terminal in Operation Room
Control Room Card Key:           In Machine Room of Freezer A, kill boss
Arrow Magazine:                  On body in save room of Freezer A
Arrow Magazine:                  On body in save room of Freezer A
Meat Room Card Key:              In boss room of Freezer B, may kill boss
Rail Gun:                        On rear floor of bathroom in Mid Area
Game Coin:                       Given to you by Sandy in Pleasure Dome
Big Gary:                        On floor after beating Jungle Hunter
Hassy Long:                      On long pier in Mid Area
20 Dollars:                      Kimra Bank, use Eliot's Bank Card
1,500 Dollars:                   Kimra Bank, use Kimra Bank Card
Hassy Long:                      Behind bar at Rats' Place
Chris' Drivers License:          Behind wine rack, downstairs at Rats'
Chris' I.D. Card:                Behind wine rack, downstairs at Rats'
Fisher's Key:                    Behind wine rack, downstairs at Rats'
Fishing Place Key:               In Fishing Shop in Mid Area, kill fish
Shotgun Magazine:                Behind counter inside Fishing Shop
Pirahna Kill:                    On Pier behind Fishing Shop
Hot Dog:                         On Pier behind Fishing Shop
Shotgun Magazine:                On metal walkway in second watery area
Hamburger:                       On metal walkway in second watery area
Rail Gun Magazine:               At end of metal walkway, 1st watery area
Rail Gun Magazine:               At end of metal walkway, 1st watery area
Gatling Gun:                     To the right of helipad, above Run Road
Gatling Gun Magazine:            To the right of helipad, above Run Road
Gatling Gun Magazine:            To the right of helipad, above Run Road
Gatling Gun Magazine:            To the right of helipad, above Run Road
Hassy Long:                      In first bunker, section A2 of Run Road
Hassy Long:                      In second bunker, section A2 of Run Road
Yucatan Bank Card:               In fourth bunker, section A2 of Run Road
Lifooker:                        On body on cliff's edge, near fuel tank
Lifooker:                        On body on cliff's edge, near fuel tank
Permission Card Key:             On body on cliff's edge, near fuel tank
Handgun Magazine:                In KISS Room, level B1 of Power Plant
Arrow Magazine:                  In KISS Room, level B1 of Power Plant
Crank:                           In Tool Room on Level B1 in Power Plant
Electric Cable:                  Cable Warehouse, Level B1, Power Plant
Electric Cable:                  Cable Warehouse, Level B1, Power Plant
Stun Rod:                        In room B5, Level 1F of Power Plant
Electric Cable:                  In room R7, Level 1F of Power Plant
Stock Room Card Key:             In room Y4, Level 1F of Power Plant
Bermud Bank Card:                Cable Warehouse, Pwer Plant, G Section
Insulation Gloves:               Cable Warehouse, Pwer Plant, G Section
Electric Cable:                  In room G1, Level 1F of Power Plant
Shotgun Magazine:                Administration Room, Y section, Plant
Condenser Room Card Key:         Administration Room, Y section, Plant
Lifooker:                        In save room, Level 2F, Power Plant
Lifooker:                        In save room, Level 2F, Power Plant
Rail Gun Magazine:               On body, walkway, Level 3F, Power Plant
Omega Key:                       In save room, Level 3F, Power Plant
Plant Area Card Key:             Kill dragonfly carrying body, 3F, Plant
Handgun Magazine:                In Condenser room, Level 3F, Power Plant
Handgun Magazine:                In Condenser room, Level 3F, Power Plant
Arrow Magazine:                  In Condenser room, Level 3F, Power Plant
Bazooka:                         In Power Plant parking area, after exit
Jeep Key:                        After defeating Boss in parking area
Hassy Long:                      On bar in Omega Club in Mid Area
Steak Plate:                     On rear-left table, Omega Club, Mid Area
Hassy Long:                      On floor in Omega Club in Mid Area
Bazooka Magazine:                In rear room of Omega Club in Mid Area
Bazooka Magazine:                In rear room of Omega Club in Mid Area
Ray Sword:                       In rear room of Omega Club in Mid Area
2,000 Dollars:                   Kimra Bank, use Eliot's card on 12/25
3,300 Dollars:                   Kimra Bank, use Kimra card on 12/25
5,700 Dollars:                   Kimra Bank, use Yucatan card on 12/25
6,000 Dollars:                   Kimra Bank, use Bermud card on 12/25
Hassy Long:                      On table in Kimra Lab reception area
Laboratory Wear:                 On floor of dressing room in Kimra Lab
Laboratory Wear:                 On floor of dressing room in Kimra Lab
Relax Room Key:                  In pocket of Eliot's Clean Suit
Santa Outfit:                    On floor of Ralex Room in Kimra Lab
Laboratory Observatory           Received after defeating the slime boss
  Room Card Key:                   in the open storage hangar
Oxygen Cylinder:                 On cart in Observatory Room of Kimra Lab
Exhaust Room Key:                On body at base of stairs, Level B1, Lab
Free Water:                      In Shower Operation Room, Level B1, Lab
Frozen Blood:                    In Experimentation Room 3, Level B1, Lab
Thawing Blood:                   Blood Room, Level 1F, Lab, thaw Frozen 
Hamburger:                       1st kennel, Kennel Room, Level B2, Lab
Hassy Long:                      1st kennel, Kennel Room, Level B2, Lab
Jacob's Safe Key:                In Dr. Jacob's Lab, Level B2, Lab
Jacob's Disc:                    In Dr. Jacob's Lab safe, Level B2, Lab
Jacob's Key:                     In Dr. Jacob's Lab safe, Level B2, Lab
Mining Place Key:                In giant fish tank, level BM2 of Lab
Power Mixer:                     On body at base of stairs, Level B3, Lab
New Drug Storage Key:            Defeat blob boss, Level B3 of Lab
Clone Room Card Key:             On dog in 3rd Kennel, Kennel Room, Lab
Dr. Kimura's I.D. Card:          On creature's body in Clone Room of Lab
Gigadent Disc:                   On creature's body in Clone Room of Lab
Hamburger:                       On body, safety corridor leading to Lab
Lifooker:                        On broken ledge on lower Run Road
Laser Gun Battery:               On broken ledge on lower Run Road
Bazooka Magazine:                On pipe amidst ledges, lower Run Road
Lifooker:                        On broken ledge on lower Run Road
Plasma Gun Battery:              On broken ledge on lower Run Road
Bazooka Magazine:                On broken ledge on lower Run Road
Janine's I.D. Card Key:          Given by Janine after returning from Lab
Movie Ticket:                    In vending machine outside Cinema
Emergency Stair Key:             Defeat dinosaur boss in Cinema
Rail Gun Magazine:               At base of stairs, Level 1F of Hotel
Rail Gun Magazine:               At base of emergency stairs in Cinema
Hamburger:                       At base of emergency stairs in Cinema
Hassy Long:                      End of hall near Nick's apartment, Hotel
Acid Tank:                       End of hall near Nick's apartment, Hotel
Nick's I.D. Card Key:            In lamp at rear of Party Room, Hotel
Bazooka Magazine:                In Christmas Party Room, Level 2F, Hotel
Bazooka Magazine:                In Christmas Party Room, Level 2F, Hotel
Rail Gun Magazine:               In Christmas Party Room, Level 2F, Hotel
Hamburger:                       In Kitchen, Level 2F, Hotel
John's I.D. Card Key:            In Kitchen, Level 2F, Hotel
Living Room Key:                 On standee in John's apartment, Hotel
Hassy Long:                      John's apartment, Level 2F, Hotel
Party Memo:                      Nicks apartment, Level 2F, Hotel
Water Gun:                       On bed in Nick's apartment, Hotel
Rifle:                           In Janine's apartment, Level 2F, Hotel
Bazooka Magazine:                In water in tunnel on way to Wave Tower
Super Bazooka Magazine:          In water in tunnel on way to Wave Tower
Lifooker:                        On Level 2F of Wave Tower
Rail Gun Magazine:               On Level 3F of Wave Tower
Super Bazooka Magazine:          On Level 3F of Wave Tower
Bazooka Magazine:                On Level 4F of Wave Tower
Lifooker:                        On Level 4F of Wave Tower
Laser Gun Battery:               On Level 4F of Wave Tower
Super Bazooka Magazine:          On Level 5F of Wave Tower
Lifooker:                        On Level 5F of Wave Tower
Lifooker:                        On Level 6F of Wave Tower


Vending Machines Listing:

  Area              Color      Items available               Cost


  Slope Shuttle lower bay, Save Room on right
                       
               #1   Orange     Hassy Short                   $30
                               Hassy Long                    $60
                               Sandwiches                    $80

               #2   Orange     Hot Dog                       $120
                               Hamburger                     $160
                               Hassy Long                    $60 

               #3   Orange     Hand Gun Magazine             $50
                               Arrow Magazine                $60
                               Shotgun Magazine              $120


  Brain Area, Nap Room      

               #1   Green      Hand Gun Magazine             $50
                               Arrow Magazine                $60
                               Shotgun Magazine              $120

               #2   Red        Hassy Short                   $30
                               Hassy Long                    $60
                               Sandwiches                    $80


  Hello Market, Side A, near KISS Room

               #1   Wall Unit  Hand Gun Magazine             $50
                               Arrow Magazine                $60
                               Shotgun Magazine              $120


  Hello Market, Side A, Drug Section

               #2   Wall Unit  Hassy Short                   $30
                               Hassy Long                    $60
                               Doxin(Sold Out)               $380


  Hello Market, rear of Side B

               #3   Wall Unit  Hand Gun Magazine             $50
                               Arrow Magazine                $60
                               Shotgun Magazine              $120


  Hello Market, Specially Room, righthand wall

               #4   Orange     Stun Rod                      $3,300
                               Hassy Long                    $60
                               Doxin                         $380

               #5   Blue       Steak Plate                   $2,400
                               Sushi Plate                   $300
                               Pasta Plate                   $800


  Hello Market, Specially Room, rear wall

               #6   Orange     Iron Fist                     $4,000
                               Ray Sword                     $7,000
                               Wrestle T-Shirt               $2,300

               #7   Red        Hot Dog                       $120
                               Hamburger                     $160
                               Hassy Long                    $60 

               #8   Green      Sumo T-Shirt                  $720
                               Emergency Axe                 $300
                               Jumbo Club                    $8,000


  Hello Market, Bargain Room(behind Specially Room) on second floor

               #9   Green      SP. Bazooka Magazine          $500
                               Bazooka Magazine              $320
                               Napalm Gun Magazine           $200

               #10  Red        Ray Gun Battery               $150
                               Gatling Gun Magazine          $200
                               Rail Gun Magazine             $200

               #11  Rear       Ray Gun(Sold Out)             $800,000
                    Left       Gatling Gun                   $7,000
                               Rail Gun                      $4,000

               #12  Rear       Iron Fist                     $4,000
                    Center     Ray Sword                     $7,000
                               Wrestle T-Shirt               $2,300

               #13  Rear       Laser Gun                     $8,500
                    Right      Super Bazooka                 $16,000
                               Napalm Gun                    $5,000


  Hello Market, Gunshop

               #14  Blue       Acid Tank                     $90
                               Plasma Gun Battery            $230
                               Laser Gun Battery             $400

               #15  Red        Acid Gun                      $1,200
                               Plasma Gun                    $3,650
                               Shotgun                       $1,550

               #16  Orange     Emergency Axe                 $300
                               Jumbo Club                    $8,000
                               Sumo T-Shirt                  $720


  Freezer A, Operation Room

               #1   Green      SP. Bazooka Magazine          $500
                               Bazooka Magazine              $320
                               Napalm Gun Magazine           $200


  Freezer A, Save Room

               #2   Blue       Hand Gun Magazine             $50
                               Arrow Magazine                $60
                               Shotgun Magazine              $120

               #3   Red        Hot Dog                       $120
                               Hamburger                     $160
                               Hassy Long                    $60 


  Mid Area, Save Room

              #1   Blue        Hand Gun Magazine             $50
                               Arrow Magazine                $60
                               Shotgun Magazine              $120

              #2   Orange      Hassy Short                   $30
                               Hassy Long                    $60
                               Sandwiches                    $80


  Kimra Power Plant, KISS Room

              #1   Orange      Hassy Short                   $30
                               Hassy Long                    $60
                               Sandwiches                    $80


  Kimra Power Plant, Save Room Level 2F

              #2   Orange      Hand Gun Magazine             $50
                               Arrow Magazine                $60
                               Shotgun Magazine              $120

              #3   Red         Lifooker                      $500
                               Lifooker                      $500
                               Lifooker                      $500


  Kimra Power Plant, Save Room Level 3F

              #4   Orange      Hassy Short                   $30
                               Hassy Long                    $60
                               Sandwiches                    $80


  Kimra Xenobiological Laboratory, Relax Room

              #1   Sushi       Hassy Short                   $30
                   Left        Hassy Long                    $60
                               Sandwiches                    $80

              #2   Steak       Steak Plate                   $2,400
                   Left        Sushi Plate                   $300
                               Pasta Plate                   $800

              #3   Italian     Hot Dog                       $120
                   Left        Hamburger                     $160
                               Hassy Long                    $60 

              #4   Chinese     Hassy Short                   $30
                   Left        Hassy Long                    $60
                               Sandwiches                    $80

              #5   Hassy       Hassy Short                   $30
                   Right       Hassy Long                    $60
                               Sandwiches                    $80

              #6   Italian     Hot Dog                       $120
                   Right       Hamburger                     $160
                               Hassy Long                    $60 

              #7   Steak       Steak Plate                   $2,400
                   Right       Sushi Plate                   $300
                               Pasta Plate                   $800

              #8   Sushi       Steak Plate                   $2,400
                   Right       Sushi Plate                   $300
                               Pasta Plate                   $800


  Kimra Xenobiological Laboratory, KISS Room

              #9   Red         Ray Gun(Sold Out)             $800,000
                               Gatling Gun                   $7,000
                               Rail Gun                      $4,000

              #10  Blue        Acid Tank                     $90
                               Plasma Gun Battery            $230
                               Laser Gun Battery             $400

              #11  Orange      Hand Gun Magazine             $50
                               Arrow Magazine                $60
                               Shotgun Magazine              $120

              #12  Green       Ray Gun Battery               $150
                               Gatling Gun Magazine          $200
                               Rail Gun Magazine             $200


  Kimra Xenobiological Laboratory, Save Room Level B1

              #13  Orange      Ray Gun(Sold Out)             $800,000
                               Gatling Gun                   $7,000
                               Rail Gun                      $4,000

              #14  Blue        Iron Fist                     $4,000
                               Ray Sword                     $7,000
                               Wrestle T-Shirt               $2,300

              #15  Red         Hot Dog                       $120
                               Hamburger                     $160
                               Hassy Long                    $60 

              #16  Green       Ray Gun Battery               $150
                               Gatling Gun Magazine          $200
                               Rail Gun Magazine             $200


  Gigadent, Control Room

              #1   Red         Hot Dog                       $120
                               Hamburger                     $160
                               Hassy Long                    $60 


  Apartment Area, In front of Cinemax Movie Theatre

              #1   Orange      Movie Ticket(Sold Out)        $300
                               Movie Ticket(Sold Out)        $300
                               Movie Ticket                  $300


  Wave Tower, tower base

              #1   Blue        SP. Bazooka Magazine          $500
                               Bazooka Magazine              $320
                               Napalm Gun Magazine           $200

              #2   Orange      Lifooker                      $500
                               Lifooker                      $500
                               Lifooker                      $500


Coin Totals Received Listing(each coin equals $10):

  Humanoid wearing dark blue shirt:                     $50  in coins
  Humanoid wearing dark green shirt:                    $70  in coins
  Humanoid wearing yellow shirt:                        $60  in coins
  Humanoid wearing white shirt:                         $120 in coins
  Large brown spotted and clawed creature:              $500 in coins
  Humanoid wearing spotted green pants, no shirt:       $80  in coins
  Humanoid wearing gray shirt:                          $240 in coins
  Humanoid wearing black shirt:                         $220 in coins
  Dr. Jacob type creature:                              $640 in coins
  Humanoid wearing dark pants, gray shirt:              $320 in coins
  Humanoid wearing blue pants, spotted green shirt:     $240 in coins


------------------------------------------------------------------------
Section 5, Miscellanious Notes:
------------------------------------------------------------------------


  If you're in good health, or injured slightly, your on-screen displays
    will be green. 

  If you're injured badly, your on-screen displays will be orange.

  The character's speed is determined by their health. For example, if
    they are injured badly, they may limp along slowly, but if they're
    in good health, they will be able to run.

  You must step away from doors and passages before you can re-enter 
    them.

  Each save file you use takes four blocks on your VMS Memory Card.

  Your first time through the game, your save files will be highlighted
    in red.

  All subsequent times through the game, using a clear game save to begin
    with, will result in your save files being highlighted in yellow.

  If you unlock the all weapons mode, then complete a game using it, but
    don't do so in under four hours, you will not have all the weapons 
    upon saving a clear game save. Mad Mode cannot be lost, all 
    subsequent clear game saves will still have the mode available.
    
  Mad Mode and All Weapons Bonus can be acquired at the same time.


------------------------------------------------------------------------
Section 6, Hidden Things and Secrets:
------------------------------------------------------------------------


  Mad Mode:           This may be received either on your third time
                        through the game, or if you complete the game in
                        under three and a half hours. In this mode, all
                        weapons that Eliot or Dogs acquire, will now be
                        fully automatic, meaning they will rapid fire
                        upon holding the trigger down. They will also 
                        contain unlimited ammunition. 
               
  All Weapons, Eliot: This is received if you complete the game in under
                        four hours. Eliot will have all his weapons at
                        the start of the game(including the previously 
                        unavailable Ray Gun and Bat). This does not earn
                        you unlimited ammunition, nor make them fully
                        automatic.

  The Bat:            This weapon is received after beating the game in
                        under four hours.

  The Ray Gun:        This weapon is received after beating the game in
                        under four hours.


------------------------------------------------------------------------
Section 7, The Ascii Art Field Maps:
------------------------------------------------------------------------


Dino Bridge
Bay Area

               ____           __         ____ ____         ____
    __        |    |        _|  |       |    |    |       |    |
   /  \_______|    |_______|    |_______|    |    |_______|    |
  | 1  _______|   2|_______|     _______    3|     _______   _5|
   \__/       |   _|       |_   |       |    |    |       | |4 |
              |__|           |__|       |____|____|       |_|__|


  1. Starting point on Pier
  2. C-Gate
  3. C01 Gate
  4. C02 Room
  5. C02 Gate


Dino Tunnel
Bay Area

    ____________________
   |1                   |
   |________________    |            ___                 ___
                    |   |          _|   |               |   |_
                    |   |______ __|     |_______________|     |_
                    |          |                3               |
                    |__________|__       _______________       _|
                                  | 2   |               |    _|
  1. C02 Gate                     |_____|               |___|
  2. Labo Town Gate               |   |
  3. Bridge to Shuttle Bay        |   |
                     _____________|   |
                    |                 |
                    |    _____________|
                    |   |
                    |   |
                    |   |
                    |   |
                    |   |
                    |___|


Brain Department
Brain Area
                                                       _
                                                   ___/ |
           _____      _______________      _______/     |
          | 6   |    /               \    / ______     8|
          |_____/\__/                 \__/\/      \___  |
                \/ /                   \ \/           \_|
                 |/ 2                 3 \|
                 /                       \
                /                         \
                \                         /
                 \                       /
                  \                   4 /
                   \                   /
                    \        5        /
                     \_______________/
                           \____/
                            |__|
                            |  |   1. Gate to Upper Shuttle Bay
                            |  |   2. West Wing
           _________________|  |   3. East Wing
          |1                   |   4. Shuttle Control Terminal
          |_________________   |   5. South Wing
                            |  |   6. Nap Room
                            |  |   7. Entrance to Water Pipe
                            |  |   8. Gate to Run Road
                            |  |
                           _|__|_
                          |      |
                          |      |
                          |      |
           _______________|      |
           \                     |
            \ 7                  |
             \___________________| 



Dino Slope
Bay Area


      ____________________________________________________________
     |     4                                             _______  |
     |_____________                                   __|___6___|_|
         |   |     \_________________________________|    |   |
        /     \   ___                            ||      /     \
       |       |_| 3 |                           ||___  |       |
       | 1     |_|___|                           |  8 |_|     10|
       |       |_| 2 |                           |____|_|  9    |
       |       | |___|                                  |       |
        \     /     _________________________________    \     /
      ___|___|_____/                                 |____|___|___ 
     |     5                                            |___7___| |
     |____________________________________________________________|
  

  1.  Lower Shuttle Bay
  2.  Save Room
  3.  Shuttle Monitoring Station
  4.  A-Shaft
  5.  B-Shaft
  6.  A-Shuttle
  7.  B-Shuttle
  8.  Shuttle Emergency Stop Control Room
  9.  Upper Shuttle Bay
  10. Gate to Brain Department



Labo Town
Bay Area

                                                             ___
                              ______________________________| 1 |___
                            _|                                      |
                          / _|                  2                   |
                         | | |___________ 4 ________  3 ____________|
                         | |             |_|        |__|
                   ____  |5|                  
                  |    |_| |
                  |    |_ /   1. Gate towards Shuttle Bay
                  |   _|      2. Large Crate
                  |  |        3. Door to Watery Passage and Pools
                  |  |        4. Door to Hello Market
                  |  |        5. Corrodor to Freezer Sections
                  |  |        6. Door to Freezer A
                  |  |        7. Safety Wall
                  |  |
                  |  |
                  |  |_
                  |    |_ 
                  |   6 _|
                  |7  _|
                  |__|



Market 1F
City Area


     _______________________________________________________________
    |                 |                                           2 |
    |  14    _________|______________  3       _________________    |
    |       |  |                     |__    __|                 |   |
    |       |  |         5           |  |  |          1     ____|___|
    |_______|  |_____________________|  |  |               |        |
    |       |                ___________|  |_______________|        |
    |       |               |       ______    _____________|    4   |
    |       |      13       |8    7|      | 6|             |        |
    |  15   |             __|______|      |__|             |________|
    |       |            |  |             |  |                      |
    |      _|            |  |     10      |  |       9              |
    |_____|_|____________|  |             |  |                      |
       |                    |_____________|  |                      |
       |12                                   |                      |
       |___________________________ 11 ______|______________________|
                                   |__|


  1.  KISS Room
  2.  Ammunition Vending Machine
  3.  Stamp Rally Machine
  4.  Elevator
  5.  Video Rental Room
  6.  Door between Side A and Side B
  7.  Pen Pen Sparky Stamp
  8.  Food Vending Machine
  9.  Top Shop
  10. Gun Shop
  11. Door to Stockyard
  12. Ammunition Vending Machine
  13. Food and Drink Section
  14. Audio Video Section
  15. Adult Section


Stockyard
City Area

       _________    _________________________________   1. Staff Room
      |         |  |                              |  |  2. Stockhouse 01
      |   ___   |  |___________________________   |  |  3. Door to rear
      |  |   |  |  |                           |  |  |  4. Storehouse 02
   ___|__|___|  |  |                           |  |  |      
  |          |  |  |   _________       2       |  |  |________
  |          |  |  |  |         |              |  |           |
  |          |  |  |  |         |______________|  |________   |
  |          |  |  |  |                        |  |        |  |
  |     4    |  |  |  |                        |  |    1   |  |
  |          |  |  |  |                        |  |        |  |
  |          |  |__|  |________________________|  |________|  |
  |          |                     | 3                        |
  |__________|_____________________|__________________________|



Market 2F
City Area


        ______________________________________________
       |         |                            |       |
       |         |                            |       |
       |    4    |                            |   2   |_
       |         |                            |      1|_|
       |_________|              3             |       |
                 |                            |       |
                 |                            |_______|
                 |                            |
                 |                            |  1. Elevator
                 |                            |  2. Entry Hall
                 |                            |  3. Specially Room
                 |                            |  4. Bargain Room
                 |____________________________|



Freezer A
City Area

       ________                      _______________
     1|______  |        _____       |  ___________  |________________
             | |     __|     |      | |           | |       |        |
             | |    |  ______|      | |           | |   6   |        |
   _______   | |    | |             | |           | |       |  ____  |
  |       |__| |    | |_____________| |           | |_______| |    | |
  |        ____|____|_______________  |         __|___________|    | |
  |       |         | |         ____| |        |    |_             | |
  |_____  |     2   | |        |     _|        |____  |___         | |
        | |         | |        |____|               |  _  |    ____| |
        | |_________| |     ______    ____          | | | |   |  __| |
        |      _____  |    |      |__|    |     ____| | | |   | |__|_|__
        |_____|     | |  __|              |    |  __  | | |   | |       |
                    | | |                 |____| |  | | | |   | |       |
                    |7| |          4      |      |  | | | |   | |   3   |
                    |_|_|__               |      |  | | | |   | |       |
                    | |    |              |  ____|  | | | |   | |       |
                    | | 5  |       __     |_|_______| | | |   | |_______|
                    | |____|______|  |____| |        _| | |   |_______  |
                    |________ 8 __|         |_______|   | |___________| |
                             |_|                        |_______________|


  1. Door to Labo Town        5. Control Room
  2. Hot Room                 6. Save Room
  3. Operations Room          7. Frozen Door leading to Freezer B
  4. Machine Room             8. Door to Freezer



Freezer B
City Area

      __
     | 1|_____________________________________
     |                                        |
     |_____________________________________   |
       _______   _________________   ______|  |___
      |       | |                 | |             |
      |____   |_|   _    _    _   | |   ______    |
       __  |       | |  | |  | |  | |  |  ____|   |
      |  | |   _   | |  | |  | |  | |  | |   _____|
      |  | |  | |  | |  | |  | |  | |  | |  |_____
      |  | |  | |  | |  | |  | |  | |  | |        |
      |  | |  | |  | |  | |  | |  | |  | |________|
      |  |_|  | |  | |  | |  | |  | |  |__________
      |       | |  | |  | |  | |  | |             |
      |   ____| |  | |__| |  | |__| |_________    |
      |  |  ____|  |  ____|  |____   _________|   |
      |  | |       | |            | |             |
      |  | |_______| |   _________| |_________    |
      |  |_________  |  |_____________________|   |
      |            | |                            |
      |   ______   | |_________    _______________|
      |  |____  |  |  _________|  |_______________
      |       | | 2| |                            |
      |_______| |__| |____________________________|


  1. Door to Freezer A
  2. Ladder to Freezer C



Freezer C
City Area


     _______________________     ___________
    |                       |___|           |  1. Frozen Bull
    |                       | |             |  2. Meat Room Card Key
    |          1            |_|_      3     |  3. Meat Room
    |                       |   |           |  4. Ladder to Freezer B
    |                    ___|   |           |  5. Door to Mid Area
    |                   |       |           |
    |2                  |___    |           |_____
    |_____________  4       |   |               5 |
                  |_________|   |_________________|



Mid Area
City Area

(under construction)



Rats' Yard
City Area


          ___________         1. Stairs to Rats' Place
         | 2         |        2. Rats
         |           |____    3. Wine Rack with Items
         | 3        1|____|
         |           |
         |___________|
         


Run Road(part 1)
Brain Area

              1. Helipad                6.  Section B1
 _________    2. Section A1             7.  Bunker with Save Terminal
| _______ |   3. Door to Brain Dept.    8.  Fuel Tank
||   1   ||   4. Jeep Hangar, A3        9.  Cliff
||__   __||   5. Section A2             10. Chasm         
|___|_|___|                                _________             
 ___|_|___     _______     _______________|    __  9|            _______
|    2    |___|       |___|       |       |   / _\__|__   10    /  _|___|
|3        |___|       |___|       6       | | \_/ | |   ___   __| |   11
|         |   |   5   |   |       |       |  \___/  |  |  _|  \_  |
|_________|   |       |   |       |    7  |    8    |  |_|      | |
|         |___|_______|___|_______|_______|_________|___________|_|_____
|  4      |___|_______|___|_______________|_________________________|___|
|_________|      16              15                                   12
                                                                
 (part 2)                              11. Section B3       
                              ___      12. Section B4
                      _______/13 \     13. Parking Area for Power Plant
          ___________|  ____|   14|    14. Hole to Power Plant
         |____|________|     \___/     15. Section B2
           11                          16. Section A4
                                       17. Parking Area for Kimra Lab
                                       18. Door to Kimra Lab
          __________________________________
         |____|__________________|________  |      ___
           12                             | |_____/17 \
                                          |______|   18|
                                                  \___/



Plant B1
Power Plant

    
         ______________
        |              |____________________________________ ___   ___
        |              |               2                    |   | |___|
        |      5       |____________________________________|   | |___|
        |              ||              |              |     |   | |___|
        |              ||              |              |     |   | |___|
        |______________||              |              |     |   | |___|
                        |              |              |     |   |_|___|
 1. Stairs to level B1  |              |              |     |       1 |
 2. Hallway             |      4       |      3       |     |_________|
 3. KISS Room           |              |              |
 4. Tool Room           |              |              |
 5. Cable Warehouse     |              |              |
                        |              |              |
                        |______________|______________|
 


Plant 1F
Power Plant


         _________________________________________________
        |         |       5             |     |     |     |
        |    _____|_____     ___________|     |     |     |
        |   |           |   |           |     |     |     |
        | 4 |___________|   |___________|_____|_____|     |
        |   |           |   |           |     |     |     |
        |   |___________|   |___________|     |     |     |
        |   |           |   |     |     |     |     |     |
     ___|   |___________|   |     |     |_____|_____|     |
    | 3 |   |           |   |     |     |                 |
   _|___|___|___________|___|_____|_____|  6   ___________|
  |               |                           |           |
  |               |___________________________|     9     |
  |               |     |          |          |           |
  |1      2       |     |__________|__________|___________|
  |               |     |          |          |           |
  |               |     |__________|__________|           |
  |_______________|                                       |
        |            7   __________      ___________      |
        |               |          |    |           |     |
        |    ___________|__________|    |___________|_____|_____
        |   |     |     |          |    |           |           |
        |   |     |     |__________|____|___________|     10    |
        |   |     |     |                           |           |
        |   |     |     |             8             |           |
        |___|_____|_____|___________________________|___________|
        
  1.  Hole to Parking Area            6.  R Section
  2.  Control Room for Power Plant    7.  Y Section
  3.  Elevator                        8.  G Section
  4.  E Hallway                       9.  Administration Office
  5.  B Section                       10. Cable Warehouse

 

Plant 2F
Power Plant

(under construction)



Plant 3F
Power Plant

(under construction)



Labo 1F
Labo Area

(under construction)



Gigadent

(under construction)



Labo B1
Labo Area

(under construction)



Labo B2
Labo Area

(under construction)



Labo BM2
Labo Area

(under construction)



Labo B3
Labo Area

(under construction)



Hillton 1F
Apartment Area

(under construction)



Hillton 2F
Apartment Area

(under construction)



Hillton B1
Apartment Area

(under construction)



Hillton Roof
Apartment Area

(under construction)



Water Pipe
Brain Area

(under construction)



Underway
Wave Tower

(under construction)



------------------------------------------------------------------------
Section 8, The Speed Guide(Under Construction)
------------------------------------------------------------------------


------------------------------------------------------------------------
Section 9, The Differences Between Difficulty Modes(Under Construction)
------------------------------------------------------------------------


------------------------------------------------------------------------
Section 10, The Credits/Disclaimers/Copyright:
------------------------------------------------------------------------


Thanks to:


  Climax Graphics and Sega for a great adventure game

  Lou(shoobedooh@mindspring.com), for the location of the Omega Club key

  Tom Rossi, for that extra nudge

  Dave Leahn, for wearing that great shirt of his, black silk with a 
                leapord skin pattern on the collar :)

  Pup, for his great company when everyone else was sleeping

  Bandit, for coming around whenever he hears a bag of chips being opened


Please do not use this faq on your website without asking me for
permission first. Permission is NOT granted to reprint this summary in 
a for-profit magazine or publication without my prior consent. Nor is it
granted for this document to be used as any type of "source material" for
for-profit magazines to use in any way, be it basing their own articles
from, reading prior to get ideas, or outright copying. I do not write
these walkthroughs so some hack writers can sit back and get paid for it.
I also forbid this, or any of my walkthroughs to be used as, or turned
into issues or mailings for RPG or other newsletters, be they free or
for profit. In no way do I wish this faq to be cut up into sections or
altered in any way. Nor do I wish for import game dealers to use this or
any of my works to sway people into buying the game from them, when
without a walkthrough or translation, they wouldn't have purchased the
game(ring any bells Game cave? I heard you try to charge extra for faqs,
and I don't write them to make you money). It is to remain in it's
original state and in one piece if used on websites. Permission is not
granted for anyone to "update" or "alter" any of my work, be it changing
names so an import walkthrough better fits an American release(if I
write an import walkthrough, I will update it myself), or add things to
an already existing walkthrough. That should cover just about everything.
I realize it seems like a lot, but you'd be surprised how many people
who are out there just to screw you over.

A specific note to Game cave, I adamantly deny your use of this faq in 
any way. Do not give it away free, do not sell it, do not give it away as
a "free" gift to those who buy your smaller guides, do not give it to 
those who buy the game from you, do not tell people that you will give it
to them if they purchase the game from you, do not put it on your 
website................................................. Get the picture? 
You are not authorized to use this faq in any way, shape or form...PERIOD!

This walkthrough was written by Henry LaPierre,
freeza@ix.netcom.com. Feel free to E-mail me with any questions you may
have on the game, and I'll do my best to try and help you out :)
Thanks for reading :)

This faq is copyright (c) 1999, Henry LaPierre
All rights reserved

All Characters/Situations described in this document are 
copyright/the property of:
CG Climax Graphics and Sega Enterprises, LTD  1999